//asm #define maxTextureCoordinate 0 #define vTextureCoordinateSetMAIN vTextureCoordinateSet0 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" //-- transform the normal into world space m3x3 r0.xyz, vNormal, cObjectWorldMatrix //-- compute direction to eye m4x3 r1.xyz, vPosition, cObjectWorldMatrix sub r2.xyz, cCameraPosition, r1 //-- normalize direction to eye dp3 r2.w, r2, r2 rsq r2.w, r2.w mul r2.xyz, r2, r2.w //-- compute texture coordinates for low angle fade dp3 oT1.x, r0, r2 mov oT1.y, c0_0 mov oT0, vTextureCoordinateSetMAIN