// // Generated by Microsoft (R) D3DX9 Shader Compiler 4.09.00.1126 // // fxc OceanWaterEMBM_ps11.fx /T vs_1_1 /E VS /Fc ..\DX9\VSOceanWaterEMBM.vsh // // // Parameters: // // float3 f3FogValues; // float4 f4AmbientColor; // float fTime; // float fWaterTexScale; // float4x4 mtxReflect; // float4x4 mtxWorld; // float4x4 mtxWorldViewProj; // // // Registers: // // Name Reg Size // ---------------- ----- ---- // mtxReflect c0 4 // mtxWorldViewProj c4 4 // mtxWorld c8 3 // fTime c11 1 // fWaterTexScale c12 1 // f3FogValues c13 1 // f4AmbientColor c14 1 // // Input registers: // v0: Position // v1: Texture Coordinates xvs.1.1 def c15, 0.0222222, 0, 1.5, 0 def c16, 1, 45, 90, -45 mov r1.xyz, v0 mov r1.w, c16.x dp4 oPos.x, r1, c4 dp4 oPos.y, r1, c5 dp4 oPos.w, r1, c7 dp4 r0.x, r1, c8 dp4 r0.y, r1, c9 dp4 r0.z, r1, c10 mov r0.w, c16.x dp4 oT1.x, r0, c0 dp4 oT1.y, r0, c1 dp4 oT1.z, r0, c2 dp4 oT1.w, r0, c3 // Per-vertex texture projection (uv / w) //rcp r3.w, r3.w //mul oT1, r3, r3.w mov r2.z, c16.y mul r0.w, r2.z, c11.x dp4 r2.y, r1, c6 sge r1.w, r0.w, -r0.w mov r0.w, c16.x mad r1.w, r1.w, c16.z, c16.w rcp r2.w, r1.w mul r2.w, r2.w, c11.x expp r3.y, r2.w mov r2.w, r3.y mul r0.w, r1.w, r2.w mul r1.w, r0.w, c15.x mul r0.xy, v1, c12.x mad oT2.x, r0.x, c16.y, r1.w mad oT3.x, r0.x, -c16.y, c16.x mad r1.w, r0.y, -c16.y, c16.x mul r1.xy, r0, c16.y mad oT3.y, r0.w, -c15.x, r1.w rcp r0.x, c13.x rcp r0.y, c13.z mad r0.w, r2.y, r0.x, -c13.y mov oPos.z, r2.y mul r0.w, r0.y, r0.w mov r0.y, c15.z mul r0.xyz, r0.y, c14 max r0.w, r0.w, c15.y max r0.xyz, r0, c15.y min oFog, r0.w, c16.x min oD0.xyz, r0, c16.x mov oT0.xy, r1 mov oT2.y, r1.y