; create the data needed for anisotropic shading #pragma screenspace xvs.1.1 mov r5, LOCAL_EYE_POINT sub r5.xyz, r5.xyz, r10.xyz ; Normalize the eye vector dp3 r0.w, r5, r5 rsq r0.w, r0.w mul r5.xyz, r5.xyz, r0.w ; save the light mov r4, r3 ; reflect the light dp3 r1, r3, r9 mul r2, r1, r9 add r1, r2, r2 sub r3.xyz, r3.xyz, r1.xyz mov r3.w, r5.w dp3 r0.x, r3, r5 ;eye dot reflect! (gouraud effect) dp3 r0.y, -r4, r9 ;prepare light dot normal! add r0.x, r0.x, ONE.x mul r0.x, r0.x, SCALER.x max oT0.xy, ZERO, r0