kolibrios/programs/develop/libraries/TinyGL/asm_fork/light.asm
IgorA 51fcac25ee optimize, clean code
git-svn-id: svn://kolibrios.org@8063 a494cfbc-eb01-0410-851d-a64ba20cac60
2020-09-16 06:59:01 +00:00

758 lines
18 KiB
NASM

align 4
sp128f dd 128.0
align 4
proc glopMaterial uses eax ebx ecx edi esi, context:dword, p:dword
; edi -> GLMaterial *m
mov eax,[context]
mov ebx,[p]
mov ecx,[ebx+4] ;ecx = p[1]
cmp ecx,GL_FRONT_AND_BACK ;if (mode == GL_FRONT_AND_BACK)
jne @f
mov dword[ebx+4],GL_FRONT ;p[1].i=GL_FRONT
lea edi,[ebp+12]
stdcall glopMaterial,eax,edi
mov ecx,GL_BACK
@@:
lea edi,[eax+GLContext.materials]
cmp ecx,GL_FRONT ;if (mode == GL_FRONT) m=&context.materials[0]
je @f
add edi,sizeof.GLMaterial ;else m=&context.materials[1]
@@:
mov ecx,4
lea esi,[ebx+12] ;esi = &p[3]
mov ebx,[ebx+8] ;ebx = p[2]
cmp ebx,GL_EMISSION
jne @f
;add edi,GLMaterial.emission ;GLMaterial.emission=0
rep movsd
jmp .end_f
align 4
@@:
cmp ebx,GL_AMBIENT
jne @f
add edi,GLMaterial.ambient
rep movsd
jmp .end_f
align 4
@@:
cmp ebx,GL_DIFFUSE
jne @f
add edi,GLMaterial.diffuse
rep movsd
jmp .end_f
align 4
@@:
cmp ebx,GL_SPECULAR
jne @f
add edi,GLMaterial.specular
rep movsd
jmp .end_f
align 4
@@:
cmp ebx,GL_SHININESS
jne @f
fld dword[esi]
add edi,GLMaterial.shininess
movsd
mov dword[edi],SPECULAR_BUFFER_RESOLUTION
fdiv dword[sp128f]
fimul dword[edi]
fistp dword[edi] ;m.shininess_i = (v[0]/128.0f)*SPECULAR_BUFFER_RESOLUTION
jmp .end_f
align 4
@@:
cmp ebx,GL_AMBIENT_AND_DIFFUSE
jne @f
add edi,GLMaterial.ambient
rep movsd
sub esi,16
;edi = &GLMaterial.diffuse
mov ecx,4
rep movsd
jmp .end_f
align 4
@@: ;default
; assert(0);
.end_f:
ret
endp
align 4
proc glopColorMaterial uses eax ebx ecx, context:dword, p:dword
mov eax,[context]
mov ebx,[p]
mov ecx,[ebx+4] ;ecx = p[1]
mov dword[eax+GLContext.current_color_material_mode],ecx
mov ecx,[ebx+8] ;ecx = p[2]
mov dword[eax+GLContext.current_color_material_type],ecx
ret
endp
align 4
proc glopLight context:dword, p:dword
locals
pos V4
endl
pushad
mov eax,[context]
mov ebx,[p]
mov edx,[ebx+4] ;edx = p[1]
; assert(edx >= GL_LIGHT0 && edx < GL_LIGHT0+MAX_LIGHTS );
sub edx,GL_LIGHT0
imul edx,sizeof.GLLight
lea edx,[eax+edx+GLContext.lights]
mov ecx,[ebx+8] ;ecx = p[2]
cmp ecx,GL_AMBIENT
jne @f
lea esi,[ebx+12]
mov edi,edx
;add edi,GLLight.ambient ;GLLight.ambient = 0
mov ecx,4
rep movsd ;l.ambient=v
jmp .end_f
align 4
@@:
cmp ecx,GL_DIFFUSE
jne @f
lea esi,[ebx+12]
lea edi,[edx+GLLight.diffuse]
mov ecx,4
rep movsd ;l.diffuse=v
jmp .end_f
align 4
@@:
cmp ecx,GL_SPECULAR
jne @f
lea esi,[ebx+12]
lea edi,[edx+GLLight.specular]
mov ecx,4
rep movsd ;l.specular=v
jmp .end_f
align 4
@@:
cmp ecx,GL_POSITION
jne @f
lea edi,[ebx+12] ;&p[3]
lea esi,[ebp-16] ;&pos
stdcall gl_M4_MulV4, esi,dword[eax+GLContext.matrix_stack_ptr],edi
lea edi,[edx+GLLight.position]
mov ecx,4
rep movsd ;l.position=pos
fld dword[edi-4] ;if(l.position.v[3] == 0)
ftst
fstsw ax
sahf
jne .end_i
;mov esi,ebp
sub esi,16 ;&pos
lea edi,[edx+GLLight.norm_position]
mov ecx,3
rep movsd ;l.norm_position=pos[1,2,3]
;lea edi,[edx+GLLight.norm_position]
sub edi,12
stdcall gl_V3_Norm,edi ;&l.norm_position
.end_i:
ffree st0
fincstp
jmp .end_f
align 4
@@:
cmp ecx,GL_SPOT_DIRECTION
jne @f
lea esi,[ebx+12] ;&p[3]
lea edi,[edx+GLLight.spot_direction]
mov ecx,3
rep movsd ;l.spot_direction=v[0,1,2]
;lea esi,[ebx+12]
sub esi,12
;lea edi,[edx+GLLight.norm_spot_direction]
add edi,GLLight.norm_spot_direction-(GLLight.spot_direction+12)
mov ecx,3
rep movsd ;l.norm_spot_direction=v[0,1,2]
add edx,GLLight.norm_spot_direction
stdcall gl_V3_Norm,edx
jmp .end_f
align 4
@@:
cmp ecx,GL_SPOT_EXPONENT
jne @f
mov ecx,[ebx+12]
mov [edi+GLLight.spot_exponent],ecx ;l.spot_exponent=p[3]
jmp .end_f
align 4
@@:
cmp ecx,GL_SPOT_CUTOFF
jne .end_spot_c
fld dword[ebp+12] ;float a=v.v[0]
; assert(a == 180 || (a>=0 && a<=90));
fst dword[edi+GLLight.spot_cutoff] ;l.spot_cutoff=a
fcom dword[an180f] ;if (a != 180)
fstsw ax
sahf
je @f
fldpi
fmulp
fdiv dword[an180f]
fcos
fstp dword[edi+GLLight.cos_spot_cutoff] ;l.cos_spot_cutoff=cos(a * M_PI / 180.0)
jmp .end_f
@@:
ffree st0
fincstp
jmp .end_f
align 4
.end_spot_c:
cmp ecx,GL_CONSTANT_ATTENUATION
jne @f
mov ecx,[ebx+12]
mov [edi+GLLight.attenuation],ecx ;l->attenuation[0]=p[3]
jmp .end_f
align 4
@@:
cmp ecx,GL_LINEAR_ATTENUATION
jne @f
mov ecx,[ebx+12]
mov [edi+GLLight.attenuation+4],ecx ;l->attenuation[1]=p[3]
jmp .end_f
align 4
@@:
cmp ecx,GL_QUADRATIC_ATTENUATION
jne @f
mov ecx,[ebx+12]
mov [edi+GLLight.attenuation+8],ecx ;l->attenuation[2]=p[3]
jmp .end_f
align 4
@@: ;default:
; assert(0);
.end_f:
popad
ret
endp
align 4
proc glopLightModel uses ebx ecx esi edi, context:dword, p:dword
mov edi,[context]
mov ebx,[p]
mov ebx,[ebx+4]
mov esi,[ebp+12] ;&p[0]
add esi,8 ;&p[2]
cmp ebx,GL_LIGHT_MODEL_AMBIENT
jne @f
mov ecx,4
add edi,GLContext.ambient_light_model
rep movsd ;for(i=0;i<4;i++) context.ambient_light_model.v[i]=v[i]
jmp .end_f
align 4
@@:
cmp ebx,GL_LIGHT_MODEL_LOCAL_VIEWER
jne @f
fld dword[esi] ;st0 = p[2]
fistp dword[edi+GLContext.local_light_model]
jmp .end_f
align 4
@@:
cmp ebx,GL_LIGHT_MODEL_TWO_SIDE
jne @f
fld dword[esi] ;st0 = p[2]
fistp dword[edi+GLContext.light_model_two_side]
jmp .end_f
align 4
@@: ;default:
; tgl_warning("glopLightModel: illegal pname: 0x%x\n", ebx);
; //assert(0);
.end_f:
ret
endp
macro clampf a, min, max
{
local .o_1
local .o_2
local .end_m
fld dword a ;if (a<=0.0)
ftst
fstsw ax
sahf
ja .o_1
ffree st0
fincstp
mov eax,0.0
jmp .end_m ;return 0.0
align 4
.o_1:
fld1 ;else if (a>=1.0)
fcompp
fstsw ax
sahf
ja .o_2
mov eax,1.0
jmp .end_m ;return 1.0
align 4
.o_2:
mov eax,dword a ;else return a
.end_m:
}
align 4
proc gl_enable_disable_light uses eax ebx ecx, context:dword, light:dword, v:dword
mov eax,[context]
mov ebx,[light]
imul ebx,sizeof.GLLight
lea ebx,[eax+ebx+GLContext.lights]
xor ecx,ecx
cmp dword[ebx+GLLight.enabled],0
jne @f
not ecx
@@:
and ecx,[v]
or ecx,ecx
jz @f
;if (v && !l.enabled)
mov dword[ebx+GLLight.enabled],1
mov ecx,[eax+GLContext.first_light]
mov [ebx+GLLight.next],ecx
mov [eax+GLContext.first_light],ebx ;context.first_light = l
mov dword[ebx+GLLight.prev],0 ;l.prev = NULL
jmp .end_f
align 4
@@:
xor ecx,ecx
cmp dword[v],0
jne @f
not ecx
@@:
and ecx,[ebx+GLLight.enabled]
or ecx,ecx
jz .end_f
;else if (!v && l.enabled)
mov dword[ebx+GLLight.enabled],0 ;l.enabled = 0
mov ecx,[ebx+GLLight.next]
cmp dword[ebx+GLLight.prev],0 ;if (l.prev == NULL)
jne .els_0
mov [eax+GLContext.first_light],ecx ;context.first_light = l.next
jmp @f
align 4
.els_0:
mov eax,[ebx+GLLight.prev]
mov [eax+GLLight.next],ecx ;l.prev.next = l.next
@@:
cmp dword[ebx+GLLight.next],0
je .end_f
mov ecx,[ebx+GLLight.prev]
mov eax,[ebx+GLLight.next]
mov [eax+GLLight.prev],ecx ;l.next.prev = l.prev
.end_f:
ret
endp
align 4
fl_1e_3 dd 1.0e-3
; non optimized lightening model
align 16
proc gl_shade_vertex, context:dword, v:dword
locals
R dd ? ;float ebp-96
G dd ? ;float ebp-92
B dd ? ;float ebp-88
A dd ? ;float ebp-84
s V3 ;ebp-80
d V3 ;ebp-68
tmp dd ? ;float ebp-56
att dd ? ;float ebp-52
dot_spot dd ? ;float ebp-48
lR dd ? ;float ebp-44
lB dd ? ;float ebp-40
lG dd ? ;float ebp-36
twoside dd ? ;int ebp-32
idx dd ? ;int ebp-28
n V3 ;ebp-24
vcoord V3 ;ebp-12
endl
pushad
; ebx -> GLLight *l
; ecx -> GLMaterial *m
; esi -> GLVertex *v
;n = v.normal
;d = l.position
; diffuse light
;dot = d*n
;dot_spot = d*l.norm_spot_direction
; specular light
;s = d-v.ec
;dot_spec = n*s
mov esi,[v]
mov edx,[context]
mov ecx,edx
add ecx,GLContext.materials ;ecx(m) = &context.materials[0]
mov eax,[edx+GLContext.light_model_two_side]
mov [twoside],eax
add esi,GLVertex.normal
lea edi,[ebp-24] ;edi = &n
movsd ;n.X=v.normal.X
movsd ;n.Y=v.normal.Y
movsd ;n.Z=v.normal.Z
mov esi,[v]
fld dword[edx+GLContext.ambient_light_model]
fmul dword[ecx+GLMaterial.ambient]
fadd dword[ecx] ;GLMaterial.emission=0
fstp dword[R] ;R=m.emission.v[0]+m.ambient.v[0]*context.ambient_light_model.v[0]
fld dword[edx+GLContext.ambient_light_model+4]
fmul dword[ecx+GLMaterial.ambient+4]
fadd dword[ecx+GLMaterial.emission+4]
fstp dword[G]
fld dword[edx+GLContext.ambient_light_model+8]
fmul dword[ecx+GLMaterial.ambient+8]
fadd dword[ecx+GLMaterial.emission+8]
fstp dword[B]
clampf [ecx+GLMaterial.diffuse+12],0,1
mov [A],eax ;A=clampf(m.diffuse.v[3],0,1)
mov ebx,[edx+GLContext.first_light]
.cycle_0: ;for(l=context.first_light;l!=NULL;l=l.next)
or ebx,ebx
jz .cycle_0_end
; ambient
fld dword[ecx+GLMaterial.ambient]
fmul dword[ebx] ;GLLight.ambient=0
fstp dword[lR] ;lR=l.ambient.v[0] * m.ambient.v[0]
fld dword[ecx+GLMaterial.ambient+4]
fmul dword[ebx+GLLight.ambient+4]
fstp dword[lG] ;lG=l.ambient.v[1] * m.ambient.v[1]
fld dword[ecx+GLMaterial.ambient+8]
fmul dword[ebx+GLLight.ambient+8]
fstp dword[lB] ;lB=l.ambient.v[2] * m.ambient.v[2]
fld dword[ebx+GLLight.position+offs_W]
ftst ;if (l.position.v[3] == 0)
fstsw ax
sahf
jne .els_0
; light at infinity
ffree st0 ;l.position.v[3]
fincstp
mov eax,[ebx+GLLight.norm_position]
mov [d],eax ;d.X=l.norm_position.v[0]
mov eax,[ebx+GLLight.norm_position+offs_Y]
mov [d+offs_Y],eax ;d.Y=l.norm_position.v[1]
mov eax,[ebx+GLLight.norm_position+offs_Z]
mov [d+offs_Z],eax ;d.Z=l.norm_position.v[2]
mov dword[att],1.0
jmp .els_0_end
align 4
.els_0:
; distance attenuation
ffree st0 ;l.position.v[3]
fincstp
fld dword[ebx+GLLight.position]
fsub dword[esi+GLVertex.ec]
fstp dword[d] ;d.X=l.position.v[0]-v.ec.v[0]
fld dword[ebx+GLLight.position+offs_Y]
fsub dword[esi+GLVertex.ec+offs_Y]
fstp dword[d+offs_Y] ;d.Y=l.position.v[1]-v.ec.v[1]
fld dword[ebx+GLLight.position+offs_Z]
fsub dword[esi+GLVertex.ec+offs_Z]
fstp dword[d+offs_Z] ;d.Z=l.position.v[2]-v.ec.v[2]
fld dword[d]
fmul st0,st0
fld dword[d+offs_Y]
fmul st0,st0
faddp
fld dword[d+offs_Z]
fmul st0,st0
faddp
fsqrt ;dist=sqrt(d.X^2+d.Y^2+d.Z^2)
fcom dword[fl_1e_3]
fstsw ax
sahf
jbe @f ;if (dist>1.0e-3)
fld1
fdiv st0,st1
fld dword[d]
fmul st0,st1
fstp dword[d]
fld dword[d+offs_Y]
fmul st0,st1
fstp dword[d+offs_Y]
fld dword[d+offs_Z]
fmul st0,st1
fstp dword[d+offs_Z]
ffree st0 ;1.0/dist
fincstp
@@:
fld dword[ebx+GLLight.attenuation+8]
fmul st0,st1 ;st0 = dist * l.attenuation[2]
fadd dword[ebx+GLLight.attenuation+4]
fmul st0,st1
fadd dword[ebx+GLLight.attenuation]
fld1
fdiv st0,st1
fstp dword[att] ;att = 1.0f/(l.attenuation[0]+dist*(l.attenuation[1]+dist*l.attenuation[2]))
ffree st0 ;1.0
fincstp
ffree st0 ;dist
fincstp
.els_0_end:
fld dword[d]
fmul dword[n]
fld dword[d+offs_Y]
fmul dword[n+offs_Y]
faddp
fld dword[d+offs_Z]
fmul dword[n+offs_Z]
faddp ;dot = d.X*n.X+d.Y*n.Y+d.Z*n.Z
cmp dword[twoside],0 ;if (twoside && dot < 0)
je @f
ftst ;if (dot<0)
fstsw ax
sahf
jae @f
fchs ;dot = -dot
@@:
ftst ;if (dot>0)
fstsw ax
sahf
jbe .if0_end
; diffuse light
fld dword[ecx+GLMaterial.diffuse]
fmul dword[ebx+GLLight.diffuse]
fmul st0,st1
fadd dword[lR]
fstp dword[lR] ;lR+=dot * l.diffuse.v[0] * m.diffuse.v[0]
fld dword[ecx+GLMaterial.diffuse+4]
fmul dword[ebx+GLLight.diffuse+4]
fmul st0,st1
fadd dword[lG]
fstp dword[lG] ;lG+=dot * l.diffuse.v[1] * m.diffuse.v[1]
fld dword[ecx+GLMaterial.diffuse+8]
fmul dword[ebx+GLLight.diffuse+8]
fmul st0,st1
fadd dword[lB]
fstp dword[lB] ;lB+=dot * l.diffuse.v[2] * m.diffuse.v[2]
ffree st0 ;dot
fincstp
; spot light
fld dword[ebx+GLLight.spot_cutoff]
fcomp dword[an180f] ;if (l.spot_cutoff != 180)
fstsw ax
sahf
je .if1_end
fld dword[ebx+GLLight.norm_spot_direction]
fmul dword[d]
fld dword[ebx+GLLight.norm_spot_direction+offs_Y]
fmul dword[d+offs_Y]
faddp
fld dword[ebx+GLLight.norm_spot_direction+offs_Z]
fmul dword[d+offs_Z]
faddp
fchs
fst dword[dot_spot]
cmp dword[twoside],0 ;if (twoside && dot_spot < 0)
je @f
ftst ;if (dot_spot<0)
fstsw ax
sahf
jae @f
fchs ;dot_spot = -dot_spot
@@:
fcom dword[ebx+GLLight.cos_spot_cutoff] ;if (dot_spot < l.cos_spot_cutoff)
fstsw ax
sahf
jae .els_1
; no contribution
ffree st0 ;dot_spot
fincstp
mov ebx,[ebx+GLLight.next]
jmp .cycle_0 ;continue
align 4
.els_1:
; TODO: optimize
fld dword[ebx+GLLight.spot_exponent]
ftst ;if (l.spot_exponent > 0)
fstsw ax
sahf
jbe @f
fxch st1 ;dot_spot <--> l.spot_exponent
;Вычисляем x^y
;fld y
;fld x
fyl2x ;Стек FPU теперь содержит: st0=z=y*log2(x):
;Теперь считаем 2**z:
fld st0 ;Создаем еще одну копию z
frndint ;Округляем
fsubr st0,st1 ;st1=z, st0=z-trunc(z)
f2xm1 ;st1=z, st0=2**(z-trunc(z))-1
fld1
faddp ;st1=z, st0=2**(z-trunc(z))
fscale ;st1=z, st0=(2**trunc(z))*(2**(z-trunc(z)))=2**t
fxch st1
fstp st ;Результат остается на вершине стека st0
fmul dword[att]
fstp dword[att] ;att=att*pow(dot_spot,l.spot_exponent)
jmp .if1_end_f1
align 4
@@:
ffree st0 ;l.spot_exponent
fincstp
.if1_end_f1:
ffree st0 ;dot_spot
fincstp
.if1_end:
; specular light
cmp dword[edx+GLContext.local_light_model],0 ;if (c.local_light_model)
je .els_2
mov eax,[esi+GLVertex.ec]
mov [vcoord],eax ;vcoord.X=v.ec.X
mov eax,[esi+GLVertex.ec+offs_Y]
mov [vcoord+offs_Y],eax ;vcoord.Y=v.ec.Y
mov eax,[esi+GLVertex.ec+offs_Z]
mov [vcoord+offs_Z],eax ;vcoord.Z=v.ec.Z
lea eax,[ebp-12] ;eax = &vcoord
stdcall gl_V3_Norm, eax
fld dword[d]
fsub dword[vcoord]
fstp dword[s] ;s.X=d.X-vcoord.X
fld dword[d+offs_Y]
fsub dword[vcoord+offs_Y]
fstp dword[s+offs_Y] ;s.Y=d.Y-vcoord.Y
fld dword[d+offs_Z]
fsub dword[vcoord+offs_Z]
fstp dword[s+offs_Z] ;s.Z=d.Z-vcoord.Z
jmp .els_2_end
align 4
.els_2:
mov eax,[d]
mov [s],eax ;s.X=d.X
mov eax,[d+offs_Y]
mov [s+offs_Y],eax ;s.Y=d.Y
fld1
fadd dword[d+offs_Z]
fstp dword[s+offs_Z] ;s.Z=d.Z+1.0
.els_2_end:
fld dword[n]
fmul dword[s]
fld dword[n+offs_Y]
fmul dword[s+offs_Y]
faddp
fld dword[n+offs_Z]
fmul dword[s+offs_Z]
faddp ;dot_spec = n.X*s.X +n.Y*s.Y +n.Z*s.Z
cmp dword[twoside],0 ;if (twoside && dot_spec < 0)
je @f
ftst ;if (dot_spec < 0)
fstsw ax
sahf
jae @f
fchs ;dot_spec = -dot_spec
@@:
ftst ;if (dot_spec > 0)
fstsw ax
sahf
jbe .if0_end
fld dword[s]
fmul st0,st0
fld dword[s+offs_Y]
fmul st0,st0
faddp
fld dword[s+offs_Z]
fmul st0,st0
faddp ;st0 = s.X^2 +s.Y^2 +s.Z^2
fsqrt
fcom dword[fl_1e_3]
fstsw ax
sahf
jbe @f ;if (tmp > 1.0e-3)
fdiv st1,st0 ;dot_spec /= tmp
@@:
ffree st0 ;tmp
fincstp
; TODO: optimize
; testing specular buffer code
; dot_spec= pow(dot_spec,m.shininess)
stdcall specbuf_get_buffer, edx, dword[ecx+GLMaterial.shininess_i], dword[ecx+GLMaterial.shininess]
mov edi,eax ;edi = specbuf
mov dword[idx],SPECULAR_BUFFER_SIZE ;idx = SPECULAR_BUFFER_SIZE
;idx = (int)(dot_spec*SPECULAR_BUFFER_SIZE)
fimul dword[idx]
fistp dword[idx]
;if (idx > SPECULAR_BUFFER_SIZE) idx = SPECULAR_BUFFER_SIZE
cmp dword[idx],SPECULAR_BUFFER_SIZE
jle @f
mov dword[idx],SPECULAR_BUFFER_SIZE
@@:
shl dword[idx],2
add edi,dword[idx]
fld dword[edi+offs_spec_buf] ;dot_spec = specbuf.buf[idx]
fld dword[ebx+GLLight.specular]
fmul st0,st1
fmul dword[ecx+GLMaterial.specular]
fadd dword[lR]
fstp dword[lR] ;lR+=dot_spec * l.specular.v[0] * m.specular.v[0]
fld dword[ebx+GLLight.specular+4]
fmul st0,st1
fmul dword[ecx+GLMaterial.specular+4]
fadd dword[lG]
fstp dword[lG] ;lG+=dot_spec * l.specular.v[1] * m.specular.v[1]
fld dword[ebx+GLLight.specular+8]
fmul st0,st1
fmul dword[ecx+GLMaterial.specular+8]
fadd dword[lB]
fstp dword[lB] ;lB+=dot_spec * l.specular.v[2] * m.specular.v[2]
.if0_end:
ffree st0 ;dot [or] dot_spec
fincstp
.if2_end:
fld dword[att]
fld dword[lR]
fmul st0,st1
fadd dword[R]
fstp dword[R] ;R += att * lR
fld dword[lG]
fmul st0,st1
fadd dword[G]
fstp dword[G] ;G += att * lG
fld dword[lB]
fmul st0,st1
fadd dword[B]
fstp dword[B] ;B += att * lB
ffree st0 ;att
fincstp
mov ebx,[ebx+GLLight.next]
jmp .cycle_0
align 4
.cycle_0_end:
clampf [R],0,1
mov [esi+GLVertex.color],eax ;v.color.v[0]=clampf(R,0,1)
clampf [G],0,1
mov [esi+GLVertex.color+4],eax ;v.color.v[1]=clampf(G,0,1)
clampf [B],0,1
mov [esi+GLVertex.color+8],eax ;v.color.v[2]=clampf(B,0,1)
mov eax,[A]
mov [esi+GLVertex.color+12],eax ;v.color.v[3]=A
popad
ret
endp