ps_2_0
// prepares triangles to receive shadows
// inputs:
//   tex 0,1,2 : point coordiantes (32F)
//   tex3 : triangle colors (ARGB8)
//   tex4 : triangle render result (u,v,index,dist)
//   tex5 : intersecting ray origins
//   tex6 : intersecting ray directions
//   c0 : light source position
//   c1.x : width of descriptor textures - number of triangles
// outputs 32F texture containing shadow test ray origins
def c7,-128,-128,-128,0
def c6,100,99.9,256,0
def c8,128,128,128,0
dcl t0
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
dcl_2d s4
dcl_2d s5
dcl_2d s6
texld r4,t0,s4
mov r8.x,r0.b                     // triangle index
rcp r9.x,c1.x

