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; Basic PICA200 vertex shader
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; Uniforms
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.fvec projection[4]
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; Constants
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.constf ones(1.0, 1.0, 1.0, 1.0)
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; Outputs
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.out outpos position
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.out outclr color
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; Inputs (defined as aliases for convenience)
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.alias inpos v0
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.alias inclr v1
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.proc main
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; Force the w component of inpos to be 1.0
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mov r0.xyz, inpos
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mov r0.w, ones
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; outpos = projectionMatrix * inpos
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dp4 outpos.x, projection[0], r0
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dp4 outpos.y, projection[1], r0
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dp4 outpos.z, projection[2], r0
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dp4 outpos.w, projection[3], r0
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; outclr = inclr
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mov outclr, inclr
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; We're finished
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end
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.end
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