vec4 ftransform()
{
- __retVal = gl_ModelViewProjectionMatrix * gl_Vertex;
+ __retVal = gl_ModelViewProjectionMatrix[0] * gl_Vertex.xxxx
+ + gl_ModelViewProjectionMatrix[1] * gl_Vertex.yyyy
+ + gl_ModelViewProjectionMatrix[2] * gl_Vertex.zzzz
+ + gl_ModelViewProjectionMatrix[3] * gl_Vertex.wwww;
}
vec4 coord4;
coord4.x = coord;
coord4.w = lod;
- __asm vec4_texb1d __retVal, sampler, coord4;
+ __asm vec4_tex_1d_bias __retVal, sampler, coord4;
}
vec4 texture1DProjLod(const sampler1D sampler, const vec2 coord, const float lod)
vec4 pcoord;
pcoord.x = coord.x / coord.y;
pcoord.w = lod;
- __asm vec4_texb1d __retVal, sampler, pcoord;
+ __asm vec4_tex_1d_bias __retVal, sampler, pcoord;
}
vec4 texture1DProjLod(const sampler1D sampler, const vec4 coord, const float lod)
vec4 pcoord;
pcoord.x = coord.x / coord.z;
pcoord.w = lod;
- __asm vec4_texb1d __retVal, sampler, pcoord;
+ __asm vec4_tex_1d_bias __retVal, sampler, pcoord;
}
vec4 coord4;
coord4.xy = coord.xy;
coord4.w = lod;
- __asm vec4_texb2d __retVal, sampler, coord4;
+ __asm vec4_tex_2d_bias __retVal, sampler, coord4;
}
vec4 texture2DProjLod(const sampler2D sampler, const vec3 coord, const float lod)
vec4 pcoord;
pcoord.xy = coord.xy / coord.z;
pcoord.w = lod;
- __asm vec4_texb2d __retVal, sampler, pcoord;
+ __asm vec4_tex_2d_bias __retVal, sampler, pcoord;
}
vec4 texture2DProjLod(const sampler2D sampler, const vec4 coord, const float lod)
vec4 pcoord;
pcoord.xy = coord.xy / coord.z;
pcoord.w = lod;
- __asm vec4_texb2d __retVal, sampler, pcoord;
+ __asm vec4_tex_2d_bias __retVal, sampler, pcoord;
}
vec4 coord4;
coord4.xyz = coord.xyz;
coord4.w = lod;
- __asm vec4_texb3d __retVal, sampler, coord4;
+ __asm vec4_tex_3d_bias __retVal, sampler, coord4;
}
vec4 texture3DProjLod(const sampler3D sampler, const vec4 coord, const float lod)
{
- // do projection here (there's no vec4_texbp3d instruction)
+ // do projection here (there's no vec4_tex_3d_bias_proj instruction)
vec4 pcoord;
pcoord.xyz = coord.xyz / coord.w;
pcoord.w = lod;
- __asm vec4_texb3d __retVal, sampler, pcoord;
+ __asm vec4_tex_3d_bias __retVal, sampler, pcoord;
}
vec4 coord4;
coord4.xyz = coord;
coord4.w = lod;
- __asm vec4_texcube __retVal, sampler, coord4;
+ __asm vec4_tex_cube __retVal, sampler, coord4;
}
vec4 coord4;
coord4.xyz = coord;
coord4.w = lod;
- __asm vec4_texb1d __retVal, sampler, coord4;
+ __asm vec4_tex_1d_bias_shadow __retVal, sampler, coord4;
}
vec4 shadow1DProjLod(const sampler1DShadow sampler, const vec4 coord,
pcoord.x = coord.x / coord.w;
pcoord.z = coord.z;
pcoord.w = lod;
- __asm vec4_texb1d __retVal, sampler, pcoord;
+ __asm vec4_tex_1d_bias_shadow __retVal, sampler, pcoord;
}
vec4 coord4;
coord4.xyz = coord;
coord4.w = lod;
- __asm vec4_texb2d __retVal, sampler, coord4;
+ __asm vec4_tex_2d_bias_shadow __retVal, sampler, coord4;
}
vec4 shadow2DProjLod(const sampler2DShadow sampler, const vec4 coord,
pcoord.xy = coord.xy / coord.w;
pcoord.z = coord.z;
pcoord.w = lod;
- __asm vec4_texb2d __retVal, sampler, pcoord;
+ __asm vec4_tex_2d_bias_shadow __retVal, sampler, pcoord;
}