;------------------------------------------- ; 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 ; v10 vertex position2 #pragma screenspace xvs.1.1 mul r0, v0, BLEND.x mad r0, v10, BLEND.y, r0 ;place vertex in the clipping space mul r1, r0.x, OUTPUT_MATRIX1 mad r2, r0.y, OUTPUT_MATRIX2, r1 mad r3, r0.z, OUTPUT_MATRIX3, r2 add oPos, OUTPUT_MATRIX4, r3 mov r10, r0 mov r11, VERTEX_NORMALS