1// --------------------------------------------------------------------------- 2// Project: NintendoWare 3// File: CalcTexCoord2.vsh 4// 5// Copyright (C)2009-2010 Nintendo Co., Ltd. All rights reserved. 6// 7// These coded instructions, statements, and computer programs contain 8// proprietary information of Nintendo of America Inc. and/or Nintendo 9// Company Ltd., and are protected by Federal copyright law. They may 10// not be disclosed to third parties or copied or duplicated in any form, 11// in whole or in part, without the prior written consent of Nintendo. 12// 13// $Revision:$ 14// --------------------------------------------------------------------------- 15 16#include "ShaderConfig.h" 17#include "VertexShader.h" 18 19//------------------------------------------ 20// �e�N�X�`�����W�v�Z 21//------------------------------------------ 22// �e�N�X�`�����W2 23l_calc_texcoord2: 24 mov TEMP0.xy, nw_texture_coordinate._Z 25 ifb nw_uv_mapping_position2 // UV�}�b�s���O 26#ifdef NW_FIXED_TEX_SORUCE // �e�N�X�`���\�[�X���Œ�Ŏ擾���܂��B 27 mul TEMP_TEX.xy, nw_texcoord2.xy, nw_attribute_scale1._Z 28 mov TEMP_TEX.zw, CONST_0_0_1_1 29#else 30 call l_get_texcoord_source 31#endif 32 dp4 TRAN_TEX2.x, TEMP_TEX, nw_texture_matrix2[0]._XYWZ 33 dp4 TRAN_TEX2.y, TEMP_TEX, nw_texture_matrix2[1]._XYWZ 34 mov TRAN_TEX2.zw, TEMP_TEX.zw 35 mov o_TexCoord2, TRAN_TEX2 36 else 37 ifb nw_is_texture2_enabled 38 mov TEMP_TEX.zw, CONST_0_0_1_1 39 mov TRAN_TEX2.zw, TEMP_TEX.zw 40 call l_gen_texcoord_sphere_reflection 41 dp4 TRAN_TEX2.x, TEMP_TEX, nw_texture_matrix2[0]._XYZW 42 dp4 TRAN_TEX2.y, TEMP_TEX, nw_texture_matrix2[1]._XYZW 43 // �o�̓��W�X�^�ɂ͑S�ẴR���|�[�l���g�ɏ������݂��s���K�v������܂��B 44 mov o_TexCoord2, TRAN_TEX2 45 else 46 mov o_TexCoord2, CONST_0 47 endif 48 nop 49 endif 50 nop 51 ret 52