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; Billboard particle vertex shader (Particle.vsh) 
; by Jim Adams, 2003 
; 
; v0  = Particle coordinates 
; v1  = X/Y offsets to position vertex 
; v2  = Diffuse color of particle 
; v3  = Texture coordinates 
; 
; c0-c3   = view*projection matrix 
; c4      = right direction 
; c5      = up direction 
vs.1.1 
 
dcl_position  v0 
dcl_position1 v1 
dcl_color     v2 
dcl_texcoord  v3 
 
; Scale the corner's offsets by the right and up vectors 
mov r2, v1 
mad r1, r2.xxx, c4, v0 
mad r1, r2.yyy, c5, r1 
 
; Apply view * proj transformation 
m4x4 oPos, r1, c0 
 
; Store diffuse color 
mov oD0, v2 
 
; Store texture coordinates 
mov oT0.xy, v3