# Kung Fu Chaos

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``` v0.xy { {0,0} {0,1} {1,1} {1,0} } surfaceSize = {640,480} clipRange = {0,16777215} c[58] = { 320, -240, 16777215, 0 } c[59] = { 320.53125, 240.53125, 0, 0} c[100] = { 640, 480, 0, 5.06639553e-05} c[101] = { 0, 0, 0, 1} c[102] = {1/320, -1/240, 1, 1} c[103] = { 1, -1, 0, 0} c[104] = { 0, 0, 0, 0} c[105] = { 320, -240, 16777215, 0 } c[106] = { 320.53125, 240.53125, 0, 0} oD0 = v1 R2.x = 0.0; R9 = {1/320, -1/240, 1, 1} R5.xy = R2.x * { -1, +1 } // -> R5.xy = 0.0 .. FIXME: This makes no sense? R2.x was just set to zero?! [from C104.x !!] /* Slot 3: 0x00000000 0x006CC0AA 0x0C36146C 0x98300FF8 */ ADD(R3,x, c[102].z, -R2); // -> R3.x = C[102].z = 1.0 /* Slot 4: 0x00000000 0x008CC000 0x242A1800 0xDC400FF8 */ MAD(R4,xy, R2.x, c[102].xy, R3.x); // -> R4.xy = R3.xx = {1,1} /* Slot 5: 0x00000000 0x008D2000 0x242A1800 0xDC600FF8 */ MAD(R6,xy, R2.x, c[105].xy, R3.x); // -> R6.xy = R3.xx = {1,1} /* Slot 6: 0x00000000 0x004D4000 0x242A186C 0x2C700FF8 */ MUL(R7,xy, R2.x, c[106].xy); // -> R7.xy = 0.0 /* Slot 7: 0x00000000 0x0080041B 0x0836886D 0x5C800FF8 */ MAD(R8,xy, v2, R4, R5); // -> R8 = v2 * R4 = v2 oT0.xy = R8 * R6 + R7 // -> v2 oT1.xy = R8 * R6 + R7 // -> v2 /* Slot 8: 0x00000000 0x004CA01A 0x0C37286C 0x2FA00FF8 */ MUL(R10,xyzw, c[101].xyz, R9); /* Slot 11: 0x00000000 0x006CE01B 0xA436146C 0x3070F800 */ ADD(oPos,xyzw, R10, -c[103]); /* Slot 12: 0x00000000 0x004C8015 0x942A186C 0x2CB00FF8 */ MUL(R11,xy, R9.xy, c[100].xy); /* Slot 13: 0x00000000 0x00800015 0x082B6857 0x1070C800 */ MAD(oPos,xy, v0.xy, R11.xy, R12.xy); SET FOG: /* Slot 14: 0x00000000 0x004C80FF 0x0DFF886C 0x20708828 */ MUL(oFog,x, c[100].w, R12.w); DO VIEWPORT TRANSFORM: /* Slot 15: 0x00000000 0x0047401B 0xC436186C 0x2070C800 */ MUL(oPos,xy, R12, c[58]); /* Slot 16: 0x00000000 0x0067601B 0xC436106C 0x3070C801 */ ADD(oPos,xy, R12, c[59]); SPACE CONVERSION [XQEMU only]: if (oPos.w == 0.0 || isinf(oPos.w)) { vtx.inv_w = 1.0; } else { vtx.inv_w = 1.0 / oPos.w; } oPos.x = 2.0 * (oPos.x - surfaceSize.x * 0.5) / surfaceSize.x; oPos.y = -2.0 * (oPos.y - surfaceSize.y * 0.5) / surfaceSize.y; if (clipRange.y != clipRange.x) { oPos.z = (oPos.z - 0.5 * (clipRange.x + clipRange.y)) / (0.5 * (clipRange.y - clipRange.x)); } if (oPos.w <= 0.0) { oPos.xyz *= oPos.w; } else { oPos.w = 1.0; } /* Make the world a happy place! */ #if 1 oFog.xyzw = vec4(1.0); oPos.xy = v0.xy; oPos.y *= -1.0; oPos.z = 0.5; oPos.w = 1.0; vtx.inv_w = 1.0; #endif ```