@echo $(notdir $<)
@python $(AEMSTRO)/aemstro_as.py $< ../$(notdir $<).shbin
@bin2s ../$(notdir $<).shbin | arm-none-eabi-as -o $@
- echo "extern const u8" `(echo $(notdir $<).shbin | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`"_end[];" > `(echo $(notdir $<).shbin | tr . _)`.h
- echo "extern const u8" `(echo $(notdir $<).shbin | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`"[];" >> `(echo $(notdir $<).shbin | tr . _)`.h
- echo "extern const u32" `(echo $(notdir $<).shbin | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`_size";" >> `(echo $(notdir $<).shbin | tr . _)`.h
+ @echo "extern const u8" `(echo $(notdir $<).shbin | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`"_end[];" > `(echo $(notdir $<).shbin | tr . _)`.h
+ @echo "extern const u8" `(echo $(notdir $<).shbin | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`"[];" >> `(echo $(notdir $<).shbin | tr . _)`.h
+ @echo "extern const u32" `(echo $(notdir $<).shbin | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`_size";" >> `(echo $(notdir $<).shbin | tr . _)`.h
@rm ../$(notdir $<).shbin
-include $(DEPENDS)
mov d1A, d00 (0x4)
mov d1A, d25 (0x3)
; tempreg = mdlvMtx * in.pos
- dp4 d10, d40, d1A (0x0)
- dp4 d10, d41, d1A (0x1)
- dp4 d10, d42, d1A (0x2)
+ dp4 d10, d44, d1A (0x0)
+ dp4 d10, d45, d1A (0x1)
+ dp4 d10, d46, d1A (0x2)
mov d10, d25 (0x3)
; result.pos = projMtx * tempreg
- dp4 d00, d20, d10 (0x0)
- dp4 d00, d21, d10 (0x1)
- dp4 d00, d22, d10 (0x2)
- dp4 d00, d23, d10 (0x3)
+ dp4 d00, d40, d10 (0x0)
+ dp4 d00, d41, d10 (0x1)
+ dp4 d00, d42, d10 (0x2)
+ dp4 d00, d43, d10 (0x3)
; result.texcoord = in.texcoord
mov d02, d01 (0x5)
mov d03, d25 (0x7)
mov d04, d25 (0x7)
; result.color = crappy lighting
- dp3 d1A, d40, d02 (0x0)
- dp3 d1A, d41, d02 (0x1)
- dp3 d1A, d42, d02 (0x2)
+ dp3 d1A, d44, d02 (0x0)
+ dp3 d1A, d45, d02 (0x1)
+ dp3 d1A, d46, d02 (0x2)
dp4 d01, d00, d1A (0x6)
mov d01, d25 (0x3)
flush
initProjectionMatrix(projection, 1.3962634f, 240.0f/400.0f, 0.01f, 10.0f);
- setUniformMatrix(0x20, modelView);
- setUniformMatrix(0x80, projection);
+ setUniformMatrix(0x24, modelView);
+ setUniformMatrix(0x20, projection);
//draw first model
GPU_DrawArray(GPU_TRIANGLES, mdlFaces*3);
rotateMatrixX(modelView, -angle);
rotateMatrixZ(modelView, -angleZ);
- setUniformMatrix(0x20, modelView);
+ setUniformMatrix(0x24, modelView);
//draw second
GPU_DrawArray(GPU_TRIANGLES, mdlFaces*3);