#include "SDK_macros.vsh" sub UnlitTwoTexture { local( $vertexcolor ) = shift; local( $worldPos, $projPos ); ;------------------------------------------------------------------------------ ; Vertex blending ;------------------------------------------------------------------------------ &AllocateRegister( \$worldPos ); &SkinPosition( $worldPos ); ;------------------------------------------------------------------------------ ; Transform the position from world to proj space ;------------------------------------------------------------------------------ &AllocateRegister( \$projPos ); dp4 $projPos.x, $worldPos, $cViewProj0 dp4 $projPos.y, $worldPos, $cViewProj1 dp4 $projPos.z, $worldPos, $cViewProj2 dp4 $projPos.w, $worldPos, $cViewProj3 mov oPos, $projPos ;------------------------------------------------------------------------------ ; Fog ;------------------------------------------------------------------------------ &CalcFog( $worldPos, $projPos ); &FreeRegister( \$projPos ); &FreeRegister( \$worldPos ); ;------------------------------------------------------------------------------ ; Texture coordinates (use world-space normal for envmap, tex transform for mask) ;------------------------------------------------------------------------------ dp4 oT0.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_0 dp4 oT0.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_1 dp4 oT1.x, $vTexCoord0, $SHADER_SPECIFIC_CONST_2 dp4 oT1.y, $vTexCoord0, $SHADER_SPECIFIC_CONST_3 if( $vertexcolor ) { ; Modulation color mul oD0, $vColor, $cModulationColor } else { ; Modulation color mov oD0, $cModulationColor } }