//asm #define maxTextureCoordinate 3 #define vTextureCoordinateSetMAIN vTextureCoordinateSet0 #define vTextureCoordinateSetNRML vTextureCoordinateSet1 #define vTextureCoordinateSetDCAL vTextureCoordinateSet2 #define vTextureCoordinateSetDOT3 vTextureCoordinateSet3 TARGET #include "vertex_program/modules/registers.inc" dcl_position0 vPosition dcl_normal vNormal #include "vertex_program/modules/texture_coordinates.inc" #include "vertex_program/modules/transform.inc" #include "vertex_program/modules/lighting_fog_setup.inc" #include "vertex_program/modules/fog.inc" #include "vertex_program/modules/ambient.inc" #include "vertex_program/modules/dot3_diffuse.inc" #include "vertex_program/modules/dot3.inc" // ---------------------------------------------------------------------- // calculate diffuse/specular parallel light 1 so I can send two different lighting values into pixel shader // calculate diffuse and specular lighting dp3 r0, r10, cLightData_parallelSpecular_0_direction max r0, r0, c0_0 mad oD1, cLightData_parallelSpecular_0_diffuseColor, r0.y, r7 mov oT2, vTextureCoordinateSetMAIN mov oT3, vTextureCoordinateSetDCAL