This vertex shader output register contains per-vertex position data.
|Vertex shader versions||1_1||2_0||2_sw||2_x||3_0||3_sw|
A register consists of properties that determine how each register behaves.
The value is the position in homogeneous clipping space. This value must be written by the vertex shader.
dcl_position v0 def c40, 0.0f,0.0f,0.0f,0.0f; // transform into projection space m4x4 r0,v0,c8 max r0.z,c40.z,r0.z //clamp to 0 max r0.w,c12.x,r0.w //clamp to near clip plane mov oPos,r0