// //------------------------------------------------------------ // Copyright(c) 2009-2010 by Digital Media Professionals Inc. // All rights reserved. //------------------------------------------------------------ // This source code is the confidential and proprietary // of Digital Media Professionals Inc. //------------------------------------------------------------ // //------------------------------------------ // related cmp //------------------------------------------ #define CMP_MODE_EQ 0 #define CMP_MODE_NE 1 #define CMP_MODE_LT 2 #define CMP_MODE_LE 3 #define CMP_MODE_GT 4 #define CMP_MODE_GE 5 //------------------------------------------ // related condition //------------------------------------------ #define COND_MODE_OR 0 #define COND_MODE_AND 1 #define COND_MODE_STA0 2 #define COND_MODE_STA1 3 //------------------------------------------ // related status reg //------------------------------------------ #define STAT0_0 0 #define STAT0_1 1 #define STAT1_0 0 #define STAT1_1 1 // Input registers map #define aPosition v0 #define aTexCoord v1 #define aColor v2 // Output registers map #define vPosition o0 #define vTexCoord o1 #define vColor o2 // Constant registers map #define MATRIX_ModelView c0 #define MATRIX_ModelView0 c0 #define MATRIX_ModelView00 c0 #define MATRIX_ModelView01 c1 #define MATRIX_ModelView02 c2 #define MATRIX_ModelView03 c3 #define MATRIX_Proj c4 #define MATRIX_Proj0 c4 #define MATRIX_Proj1 c5 #define MATRIX_Proj2 c6 #define MATRIX_Proj3 c7 #define CONST c95 // 0.0 0.5 1.0 3.0 #define EQ 0 #define NEQ 1 #define LESS 2 #define LEQ 3 #define GT 4 #define GEQ 5 // Temporary registers map #define TEMP0 r0 #define TEMP1 r1 #define TEMP2 r2 #define TEMP3 r3 #define TEMP4 r4 #define TEMP_TEX0 r10 #define TEMP_TEX1 r11 #define TEMP_TEX2 r12 #define TEMP_TEX3 r13 #define TEMP_TANG r13 #define TEMP_NORM r14 #define TEMP_VIEW r15 #define TEMP_POS r12 // Constant registers def CONST, 0.0, 0.5, 1.0, 3.0 #pragma bind_symbol( aPosition.xyz, v0, v0) #pragma bind_symbol( aTexCoord.xy, v1, v1) #pragma bind_symbol( aColor, v2, v2) #pragma output_map ( position, o0 ) #pragma output_map ( texture0, o1 ) #pragma output_map ( color, o2 ) main: mov vPosition.xyz, aPosition.xyz mov vPosition.w, CONST.z mov vColor, aColor mov vTexCoord, aTexCoord end endmain: