// c32 projection matrix
// ----------
// calculate mapping
// u0,v0,u1,v1 = x,y,z,w 
// t = input.u*c40.t + input.v*c41.t + c42.t
// c40,c41 - u,v multipliers, c42 - offsets

vs_1_1                      // version instruction

// declare register data
dcl_position v0   // v0 is position
dcl_color0 v1     // v2 is diffuse rgb
dcl_texcoord0 v2  // v4 is texture coordinates

mul r0,c32,v0.xxxx
mad r0,c33,v0.yyyy,r0
mad r0,c34,v0.zzzz,r0
mad oPos,c35,v0.wwww,r0

mov oD0,v1

mov oT0.xy,v2.xy
