/*
	Basic shader for transforming a vertex into clip space.
	No blending weights are used.
*/

/*
CONSTANT AREA MAP

c14 - c17 = world transformation matrix
c18 - c21 = (View x Projection) matrix
*/


#define V_POSITION		v0
#define V_TEXTURE		v7

#define POS_WORLD		r9

; change this path to suit your app
#include ".\\Source\\PlaneBlendVS.h"

vs.1.0							; Shader version 1.0	

dp4	POS_WORLD.x,	V_POSITION, c[CV_WORLD_0]		; Final world position.x 
dp4	POS_WORLD.y,	V_POSITION, c[CV_WORLD_1]		; Final world position.y 
dp4	POS_WORLD.z,	V_POSITION, c[CV_WORLD_2]		; Final world position.z 
dp4	POS_WORLD.w,	V_POSITION, c[CV_WORLD_3]		; Final world position.w 

dp4	oPos.x,		POS_WORLD, c[CV_VIEWPROJ_0]		; clip space.x 
dp4	oPos.y,		POS_WORLD, c[CV_VIEWPROJ_1]		; clip space.y 
dp4	oPos.z,		POS_WORLD, c[CV_VIEWPROJ_2]		; clip space.z 
dp4	oPos.w,		POS_WORLD, c[CV_VIEWPROJ_3]		; clip space.w 

sge	oD0,		c1.y, c1.y				; make one for color
mov	oT0.xy ,	V_TEXTURE					; copy texture co-ordinates