vs.2.0 //------------------------------------------------------------------------------ // Simple Vertex Shader // // Constants Registers: // // c0-c3 = combined model-view-projection matrix // c4 = constant color (defined by the application) // // Input Registers: // // v0 = per-vertex position // v1 = per-vertex color // // Output Registers: // // oPos = homogeneous position // oD0 = diffuse color // //------------------------------------------------------------------------------ dcl_position v0 dcl_color v1 m4x4 oPos, v0, c0 // Transform the per-vertex position into clip-space mov oD0, v1 // Use the original per-vertex color specified //mov oD0, c4 // Uncomment this to use the constant color stored at c4