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1; part of the Irrlicht Engine Shader example.
2; This Direct3D9 vertex shader will be loaded by the engine.
3; Please note that these example shaders don't do anything really useful.
4; They only demonstrate that shaders can be used in Irrlicht.
5
6vs.1.1
7
8; transpose and transform position to clip space
9mul r0, v0.x, c4
10mad r0, v0.y, c5, r0
11mad r0, v0.z, c6, r0
12add oPos, c7, r0
13
14; transform normal
15dp3 r1.x, v1, c0
16dp3 r1.y, v1, c1
17dp3 r1.z, v1, c2
18
19; renormalize normal
20dp3 r1.w, r1, r1
21rsq r1.w, r1.w
22mul r1, r1, r1.w
23
24; calculate light vector
25m4x4 r6, v0, c10 ; vertex into world position
26add r2, c8, -r6 ; vtxpos - lightpos
27
28; normalize light vector
29dp3 r2.w, r2, r2
30rsq r2.w, r2.w
31mul r2, r2, r2.w
32
33; calculate light color
34dp3 r3, r1, r2 ; dp3 with negative light vector
35lit r5, r3 ; clamp to zero if r3 < 0, r5 has diffuce component in r5.y
36mul oD0, r5.y, c9 ; ouput diffuse color
37mov oT0, v3 ; store texture coordinates