// Xbox Shader Assembler 1.00.5558.1 // instructions: 19 xvs.1.1 #pragma screenspace /*slot stall */ /* 0 */ dp4 oPos.x, v0, c2 /* 1 */ dp4 oPos.y, v0, c3 /* 2 */ dp4 oPos.z, v0, c4 /* 3 */ dp4 oPos.w, v0, c5 /* 4 */ dp3 r3.x, v2.xyz, c9 /* 5 */ dp3 r3.y, v3.xyz, c9 /* 6 */ dp3 r3.z, v4.xyz, c9 /* 7 C 0.50 */ dp3 r3.w, r3, r3 /* 8 E 1.05 */ rsq r3.w, r3.w /* 9 E 1.05 */ mul r3, r3, r3.w /* 10 F 0.50 */ add r3, r3, c0.y /* 11 G 0.83 */ mul r3, r3, c0.z /* 12 F 0.50 */ mul r3, r3, c8 /* 13 B 0.00 */ add oD0, r3, c7 /* 14 */ mov oD0.w, c0.y /* 15 */ mov oT0, v6 /* 16 */ mov oT1, v6 /* 17 */ mul oPos.xyz, r12, c-38 + rcc r1.x, r12.w /* 18 C 0.50 */ mad oPos.xyz, r12, r1.x, c-37 //Stall Types: //B: bypass (no stall) //C: standard stall //E: standard stall plus shadow-stall from using a register the instruction after it stalled //F: bypass plus shadow-stall from using a register the instruction after it stalled //G: stall from stalling immediately after using a bypass // microcode: 19 slots, 14.43 cycles, cpi = 0.759474