1// --------------------------------------------------------------------------- 2// Project: NintendoWare 3// File: font_TextWriterShader.vsh 4// 5// Copyright (C)2009-2011 Nintendo/HAL Laboratory, Inc. All rights reserved. 6// 7// These coded instructions, statements, and computer programs contain proprietary 8// information of Nintendo and/or its licensed developers and are protected by 9// national and international copyright laws. They may not be disclosed to third 10// parties or copied or duplicated in any form, in whole or in part, without the 11// prior written consent of Nintendo. 12// 13// The content herein is highly confidential and should be handled accordingly. 14// 15// $Revision: $ 16// --------------------------------------------------------------------------- 17 18// Input registers map 19#define aPosition v0 20#define aPositionZ v1 21#define aColor v2 22#define aTexCoord v3 23 24// Output registers map 25#define vPosition o0 26#define vFrontColor o1 27#define vTexCoord0 o2 28 29#define CONSTANT c95 30def CONSTANT, 0.0, 0.5, 1.0, 0.003921569 31 32#define CONST_1 CONSTANT.z 33#define CONST_1__255 CONSTANT.w 34 35#define pos r14 36#define tmp r15 37#define cProjMtx c0 38#define cViewMtx c4 39 40#pragma bind_symbol ( aPosition.xy, v0, v0 ) 41#pragma bind_symbol ( aPositionZ.x, v1, v1 ) 42#pragma bind_symbol ( aColor, v2, v2 ) 43#pragma bind_symbol ( aTexCoord.xy, v3, v3 ) 44 45#pragma bind_symbol ( uProjection, c0, c3 ) 46#pragma bind_symbol ( uModelView, c4, c6 ) 47 48#pragma output_map ( position, o0 ) 49#pragma output_map ( color, o1 ) 50#pragma output_map ( texture0, o2.xy ) 51 52main: 53 mov pos.xy, aPosition 54 mov pos.z, aPositionZ.x 55 mov pos.w, CONST_1 56 m4x3 tmp.xyz, pos, cViewMtx 57 mov tmp.w, CONST_1 58 m4x4 vPosition, tmp, cProjMtx 59 60 mul vFrontColor, aColor, CONST_1__255 61 mov vTexCoord0, aTexCoord.xyxy 62 end 63endmain: 64