   Shader for DovphinVS (DirectX SDK)
  Who knows what constants to bring in shader for mine примра SDK DolphinVS? My sample deduces any nonsense. In particular me constants of values of matrixes interest.D3DXMATRIX matWorld;    D3DXMATRIX matView; D3DXMATRIX matProj;// MatrixWorld    D3DXMatrixRotationY( &matWorld,  0.0f );D3DXMatrixIdentity(&matWorld);    p_d3d_Device->SetTransform( D3DTS_WORLD,&matWorld );   D3DXMatrixLookAtLH( &matView,  &D3DXVECTOR3 ( 0.0f, 0.0f,-8.0f ),   &D3DXVECTOR3 ( 0.0f, 0.0f, 0.0f ),   &D3DXVECTOR3 ( 0.0f, 1.0f, 0.0f ) );//    pDirect3DDevice->SetTransform( D3DTS_VIEW, &MatrixView );    D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/5, 1.0f, 1.0f, 100.0f );//    pDirect3DDevice->SetTransform( D3DTS_PROJECTION, &MatrixProjection );  p_d3d_Device->Clear(NULL, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, WATER_COLOR, 1.0f, 0);    p_d3d_Device->BeginScene ();D3DXMATRIXA16 matViewTranspose, matProjTranspose;D3DXMatrixTranspose(&matViewTranspose, &matView);    D3DXMatrixTranspose(&matProjTranspose, &matProj);// Some basic constants ???????????????????????  // Set the vertex shader constants   p_d3d_Device->SetVertexShaderConstantF( 12, (float*)&matViewTranspose,  4 );   p_d3d_Device->SetVertexShaderConstantF( 28, (float*)&matProjTranspose,  4 );// Render the seafloor   p_d3d_Device->SetTexture( 0, m_pSeaFloorTexture );   p_d3d_Device->SetVertexDeclaration( m_pSeaFloorVertexDeclaration );   p_d3d_Device->SetVertexShader( m_pSeaFloorVertexShader );   p_d3d_Device->SetStreamSource( 0, m_pSeaFloorVB, 0, sizeof(D3DVERTEX) );   p_d3d_Device->SetIndices( m_pSeaFloorIB );   p_d3d_Device->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0,    0, m_dwNumSeaFloorVertices,    0, m_dwNumSeaFloorFaces );    p_d3d_Device->EndScene ();    p_d3d_Device->Present (NULL, NULL, NULL, NULL);Vertex Shader:vs.1.1;------------------------------------------------------------------------------; Constants specified by the app;    c0 = ( 0, 0, 0, 0 );    c1 = ( 1, 0.5, 2, 4 );    c4-c7   = world-view-projection matrix;    c8-c11  = world-view matrix;    c12-c15 = view matrix;    c20= light direction;    c21= material diffuse color * light diffuse color;    c22= material ambient color;    c28= projection matrix;; Vertex components (as specified in the vertex DECL);    v0    = Position;    v3    = Normal;    v6    = Texcoords;------------------------------------------------------------------------------dcl_position0 v0dcl_normal0   v3dcl_texcoord0 v6;------------------------------------------------------------------------------; Vertex transformation;------------------------------------------------------------------------------; Transform to view space (world matrix is identity)m4x4 r9, v0, c12; Transform to projection spacem4x4 r10, r9, c28; Store output positionmov oPos, r10;------------------------------------------------------------------------------; Texture coordinates;------------------------------------------------------------------------------; Copy tex coordsmov oT0.xy, v6   