vs.1.0 ;Constants ; ;c0-c3 Object ; ;c4-c7 Projection ; ;c8-c11 Total matrix ; ;c12 - Light Direction (In World Space) ; ;Input ; ;V0 - Position ;V7 - Texture ;V3 - Normal ;V8 - Tangnet ;Take normal and binormal into worldspace first m3x3 r7,v8,c0 m3x3 r8,v3,c0 ;Cross product, flip orienation ;may or may not be neccisary here ;depending on the content mul r0,r7.zxyw,-r8.yzxw; mad r5,r7.yzxw,-r8.zxyw,-r0; ;transform the light vector dp3 r6.x,r7,-c12 dp3 r6.y,r5,-c12 dp3 r6.z,r8,-c12 ;bias around 128 add r6.xyz,r6.xyz,c32 mul oD0.xyz,r6.xyz,c33 ;transform into projection space m4x4 oPos,v0,c8 mov oT0.xy,v7 mov oT1.xy,v7