Commit 898697a8 authored by Chen Bill's avatar Chen Bill Committed by GitHub

remove warning c4828 in source (#2)

parent 97503bbd
...@@ -24,9 +24,9 @@ namespace video ...@@ -24,9 +24,9 @@ namespace video
"; c0-3: Transposed world matrix \n"\ "; c0-3: Transposed world matrix \n"\
"; c8-11: Transposed worldViewProj matrix (Projection * View * World) \n"\ "; c8-11: Transposed worldViewProj matrix (Projection * View * World) \n"\
"; c12: Light01 position \n"\ "; c12: Light01 position \n"\
"; c13: x,y,z: Light01 color; .w: 1/LightRadius \n"\ "; c13: x,y,z: Light01 color; .w: 1/LightRadius² \n"\
"; c14: Light02 position \n"\ "; c14: Light02 position \n"\
"; c15: x,y,z: Light02 color; .w: 1/LightRadius \n"\ "; c15: x,y,z: Light02 color; .w: 1/LightRadius² \n"\
"\n"\ "\n"\
"; v0 - position \n"\ "; v0 - position \n"\
"; v1 - normal \n"\ "; v1 - normal \n"\
...@@ -65,13 +65,13 @@ namespace video ...@@ -65,13 +65,13 @@ namespace video
"mad oT3.xyz, r9.xyz, c95, c95 ; move light vector 2 from -1..1 into 0..1 \n"\ "mad oT3.xyz, r9.xyz, c95, c95 ; move light vector 2 from -1..1 into 0..1 \n"\
"\n"\ "\n"\
" ; calculate attenuation of light 1 \n"\ " ; calculate attenuation of light 1 \n"\
"dp3 r2.x, r2.xyz, r2.xyz ; r2.x = r2.x + r2.y + r2.z \n"\ "dp3 r2.x, r2.xyz, r2.xyz ; r2.x = r2.x² + r2.y² + r2.z² \n"\
"mul r2.x, r2.x, c13.w ; r2.x * attenutation \n"\ "mul r2.x, r2.x, c13.w ; r2.x * attenutation \n"\
"rsq r2, r2.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)\n"\ "rsq r2, r2.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)\n"\
"mul oD0, r2, c13 ; resulting light color = lightcolor * attenuation \n"\ "mul oD0, r2, c13 ; resulting light color = lightcolor * attenuation \n"\
"\n"\ "\n"\
" ; calculate attenuation of light 2 \n"\ " ; calculate attenuation of light 2 \n"\
"dp3 r3.x, r3.xyz, r3.xyz ; r3.x = r3.x + r3.y + r3.z \n"\ "dp3 r3.x, r3.xyz, r3.xyz ; r3.x = r3.x² + r3.y² + r3.z² \n"\
"mul r3.x, r3.x, c15.w ; r2.x * attenutation \n"\ "mul r3.x, r3.x, c15.w ; r2.x * attenutation \n"\
"rsq r3, r3.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)\n"\ "rsq r3, r3.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)\n"\
"mul oD1, r3, c15 ; resulting light color = lightcolor * attenuation \n"\ "mul oD1, r3, c15 ; resulting light color = lightcolor * attenuation \n"\
......
...@@ -24,9 +24,9 @@ namespace video ...@@ -24,9 +24,9 @@ namespace video
"; c4: Eye position \n"\ "; c4: Eye position \n"\
"; c8-11: Transposed worldViewProj matrix (Projection * View * World) \n"\ "; c8-11: Transposed worldViewProj matrix (Projection * View * World) \n"\
"; c12: Light01 position \n"\ "; c12: Light01 position \n"\
"; c13: x,y,z: Light01 color; .w: 1/LightRadius \n"\ "; c13: x,y,z: Light01 color; .w: 1/LightRadius² \n"\
"; c14: Light02 position \n"\ "; c14: Light02 position \n"\
"; c15: x,y,z: Light02 color; .w: 1/LightRadius \n"\ "; c15: x,y,z: Light02 color; .w: 1/LightRadius² \n"\
"vs.1.1\n"\ "vs.1.1\n"\
"; v0 ; position \n"\ "; v0 ; position \n"\
"; v1 ; normal \n"\ "; v1 ; normal \n"\
...@@ -78,13 +78,13 @@ namespace video ...@@ -78,13 +78,13 @@ namespace video
"mad oT4.xyz, r10.xyz, c95, c95 ; move eye vector from -1..1 into 0..1 \n"\ "mad oT4.xyz, r10.xyz, c95, c95 ; move eye vector from -1..1 into 0..1 \n"\
"\n"\ "\n"\
" ; calculate attenuation of light 1 \n"\ " ; calculate attenuation of light 1 \n"\
"dp3 r2.x, r2.xyz, r2.xyz ; r2.x = r2.x + r2.y + r2.z \n"\ "dp3 r2.x, r2.xyz, r2.xyz ; r2.x = r2.x² + r2.y² + r2.z² \n"\
"mul r2.x, r2.x, c13.w ; r2.x * attenutation \n"\ "mul r2.x, r2.x, c13.w ; r2.x * attenutation \n"\
"rsq r2, r2.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)\n"\ "rsq r2, r2.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)\n"\
"mul oD0, r2, c13 ; resulting light color = lightcolor * attenuation \n"\ "mul oD0, r2, c13 ; resulting light color = lightcolor * attenuation \n"\
"\n"\ "\n"\
" ; calculate attenuation of light 2 \n"\ " ; calculate attenuation of light 2 \n"\
"dp3 r3.x, r3.xyz, r3.xyz ; r3.x = r3.x + r3.y + r3.z \n"\ "dp3 r3.x, r3.xyz, r3.xyz ; r3.x = r3.x² + r3.y² + r3.z² \n"\
"mul r3.x, r3.x, c15.w ; r2.x * attenutation \n"\ "mul r3.x, r3.x, c15.w ; r2.x * attenutation \n"\
"rsq r3, r3.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)\n"\ "rsq r3, r3.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)\n"\
"mul oD1, r3, c15 ; resulting light color = lightcolor * attenuation \n"\ "mul oD1, r3, c15 ; resulting light color = lightcolor * attenuation \n"\
......
...@@ -24,9 +24,9 @@ namespace video ...@@ -24,9 +24,9 @@ namespace video
"; c0-3: Transposed world matrix \n"\ "; c0-3: Transposed world matrix \n"\
"; c8-11: Transposed worldViewProj matrix (Projection * View * World) \n"\ "; c8-11: Transposed worldViewProj matrix (Projection * View * World) \n"\
"; c12: Light01 position \n"\ "; c12: Light01 position \n"\
"; c13: x,y,z: Light01 color; .w: 1/LightRadius \n"\ "; c13: x,y,z: Light01 color; .w: 1/LightRadius² \n"\
"; c14: Light02 position \n"\ "; c14: Light02 position \n"\
"; c15: x,y,z: Light02 color; .w: 1/LightRadius \n"\ "; c15: x,y,z: Light02 color; .w: 1/LightRadius² \n"\
"vs.1.1\n"\ "vs.1.1\n"\
"dcl_position v0 ; position \n"\ "dcl_position v0 ; position \n"\
"dcl_normal v1 ; normal \n"\ "dcl_normal v1 ; normal \n"\
...@@ -65,13 +65,13 @@ namespace video ...@@ -65,13 +65,13 @@ namespace video
"mad oT3.xyz, r9.xyz, c95, c95 ; move light vector 2 from -1..1 into 0..1 \n"\ "mad oT3.xyz, r9.xyz, c95, c95 ; move light vector 2 from -1..1 into 0..1 \n"\
"\n"\ "\n"\
" ; calculate attenuation of light 1 \n"\ " ; calculate attenuation of light 1 \n"\
"dp3 r2.x, r2.xyz, r2.xyz ; r2.x = r2.x + r2.y + r2.z \n"\ "dp3 r2.x, r2.xyz, r2.xyz ; r2.x = r2.x² + r2.y² + r2.z² \n"\
"mul r2.x, r2.x, c13.w ; r2.x * attenutation \n"\ "mul r2.x, r2.x, c13.w ; r2.x * attenutation \n"\
"rsq r2, r2.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)\n"\ "rsq r2, r2.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)\n"\
"mul oD0, r2, c13 ; resulting light color = lightcolor * attenuation \n"\ "mul oD0, r2, c13 ; resulting light color = lightcolor * attenuation \n"\
"\n"\ "\n"\
" ; calculate attenuation of light 2 \n"\ " ; calculate attenuation of light 2 \n"\
"dp3 r3.x, r3.xyz, r3.xyz ; r3.x = r3.x + r3.y + r3.z \n"\ "dp3 r3.x, r3.xyz, r3.xyz ; r3.x = r3.x² + r3.y² + r3.z² \n"\
"mul r3.x, r3.x, c15.w ; r2.x * attenutation \n"\ "mul r3.x, r3.x, c15.w ; r2.x * attenutation \n"\
"rsq r3, r3.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)\n"\ "rsq r3, r3.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)\n"\
"mul oD1, r3, c15 ; resulting light color = lightcolor * attenuation \n"\ "mul oD1, r3, c15 ; resulting light color = lightcolor * attenuation \n"\
......
...@@ -30,9 +30,9 @@ namespace video ...@@ -30,9 +30,9 @@ namespace video
"; c4: Eye position \n"\ "; c4: Eye position \n"\
"; c8-11: Transposed worldViewProj matrix (Projection * View * World) \n"\ "; c8-11: Transposed worldViewProj matrix (Projection * View * World) \n"\
"; c12: Light01 position \n"\ "; c12: Light01 position \n"\
"; c13: x,y,z: Light01 color; .w: 1/LightRadius \n"\ "; c13: x,y,z: Light01 color; .w: 1/LightRadius² \n"\
"; c14: Light02 position \n"\ "; c14: Light02 position \n"\
"; c15: x,y,z: Light02 color; .w: 1/LightRadius \n"\ "; c15: x,y,z: Light02 color; .w: 1/LightRadius² \n"\
"vs.1.1\n"\ "vs.1.1\n"\
"dcl_position v0 ; position \n"\ "dcl_position v0 ; position \n"\
"dcl_normal v1 ; normal \n"\ "dcl_normal v1 ; normal \n"\
...@@ -84,13 +84,13 @@ namespace video ...@@ -84,13 +84,13 @@ namespace video
"mad oT4.xyz, r10.xyz, c95, c95 ; move eye vector from -1..1 into 0..1 \n"\ "mad oT4.xyz, r10.xyz, c95, c95 ; move eye vector from -1..1 into 0..1 \n"\
"\n"\ "\n"\
" ; calculate attenuation of light 1 \n"\ " ; calculate attenuation of light 1 \n"\
"dp3 r2.x, r2.xyz, r2.xyz ; r2.x = r2.x + r2.y + r2.z \n"\ "dp3 r2.x, r2.xyz, r2.xyz ; r2.x = r2.x² + r2.y² + r2.z² \n"\
"mul r2.x, r2.x, c13.w ; r2.x * attenutation \n"\ "mul r2.x, r2.x, c13.w ; r2.x * attenutation \n"\
"rsq r2, r2.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)\n"\ "rsq r2, r2.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)\n"\
"mul oD0, r2, c13 ; resulting light color = lightcolor * attenuation \n"\ "mul oD0, r2, c13 ; resulting light color = lightcolor * attenuation \n"\
"\n"\ "\n"\
" ; calculate attenuation of light 2 \n"\ " ; calculate attenuation of light 2 \n"\
"dp3 r3.x, r3.xyz, r3.xyz ; r3.x = r3.x + r3.y + r3.z \n"\ "dp3 r3.x, r3.xyz, r3.xyz ; r3.x = r3.x² + r3.y² + r3.z² \n"\
"mul r3.x, r3.x, c15.w ; r2.x * attenutation \n"\ "mul r3.x, r3.x, c15.w ; r2.x * attenutation \n"\
"rsq r3, r3.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)\n"\ "rsq r3, r3.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)\n"\
"mul oD1, r3, c15 ; resulting light color = lightcolor * attenuation \n"\ "mul oD1, r3, c15 ; resulting light color = lightcolor * attenuation \n"\
......
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