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ps.1.1
; base texture
tex t0
; normalmap
tex t1
; rgb - tangent space light direction for first light
texcoord t2
; rgb - tangent space light direction for second light
texcoord t3
; v0.rgb : ambient color
; c5 : light 1 color
; c6 : light 2 color
; first local light
dp3_sat r0.rgb, t1_bx2, t2_bx2 ; n dot l
+mov r0.a, t0.a ; Get the output color alpha from the base texture
mad r0.rgb, c5, r0, v0 ; mult by light color add add ambient color
; second local light
dp3_sat r1, t1_bx2, t3_bx2 ; n dot l
mad r0.rgb, c6, r1, r0 ; mult by light color and add first local light
; c1 = A
; c2 = B
; c3 = C
; D = 0
;mad_x2 r1.rgb, c1, r0, c2
;mad_x2 r1.rgb, r1, r0, c3
;mul_x4 r0.rgb, r1, r0
;mul_x2 r0.rgb, r0, t0 ; mult by texture and overbright
mov_x2 r0.rgb, r0
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