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; Billboard particle vertex shader (Particle.vsh) 
; by Jim Adams, 2002 
; 
; v0  = Particle coordinates 
; v1  = X/Y offsets to position vertex 
; v2  = Diffuse color of particle 
; v3  = Texture coordinates 
; 
; c0-c3   = world*view*projection matrix 
; c4-c7   = inverted view matrix 
vs.1.0 
 
dcl_position  v0 
dcl_position1 v1 
dcl_color     v2 
dcl_texcoord  v3 
 
; Transform offset coordinates by inverted view transformation 
m4x4 r1, v1, c4 
 
; Add in world coordinates 
add r1, r1, v0 
 
; Project position using world*view*projection transformation 
m4x4 oPos, r1, c0 
 
; Store diffuse color 
mov oD0, v2 
 
; Store texture coordinates 
mov oT0.xy, v3