;------------------------------------------- ; Matrix components ; c0-c3 l2w * camera * projection ; c4-c67 16 bone matricies ; c76 Light 1 direction (in world space) ; c77 Light 1 color RGBA ;Vertex components-------------------------- ; v0 vertex position ; v1 s,t,q ; v2 rgba or nx ; v3 bone index 1-4 ; v4 bone weights #pragma screenspace xvs.1.1 ;place vertex in the clipping space mul r1, v0.x, OUTPUT_MATRIX1 mad r2, v0.y, OUTPUT_MATRIX2, r1 mad r3, v0.z, OUTPUT_MATRIX3, r2 mad oPos,v0.w, OUTPUT_MATRIX4, r3 mov r10, v0 ;multiply VERTEX_NORMALS by the matrix ;mul r7, VERTEX_NORMALS.x, OUTPUT_MATRIX1 ;mad r8, VERTEX_NORMALS.y, OUTPUT_MATRIX2, r7 ;mad r9, VERTEX_NORMALS.z, OUTPUT_MATRIX3, r8 mov r9, VERTEX_NORMALS ;multiply TANGENT_SPACE vector by the matrix ;mul r0, TANGENT_SPACE.x, OUTPUT_MATRIX1 ;mad r1, TANGENT_SPACE.y, OUTPUT_MATRIX2, r0 ;mad r3, TANGENT_SPACE.z, OUTPUT_MATRIX3, r1 mov r3, TANGENT_SPACE mov r8, r3 ; save off our tangent space vect in r8