Microsoft DirectX 8.1 (vertex shader versions 1.0, 1.1)

mov

Moves contents of the source into the destination.

mov dest, src

Registers

dest
Destination register.
src
Input source register.

To learn more about registers, see Registers.

Remarks

The following code fragment shows the operations performed.

if(dest == A0)
{
    float p = (float)floor(src.x);
    *(int*)&dest.x = FloatToInteger(p);
}
else
{
    dest = src;
}

Example

// This example outputs a constant diffuse color.

vs.1.0
m4x4 oPos, v0, c0	; transform vertices by view/projection matrix
mov oD0, c4 		; output constant color

// The resultant vertex color is green and is shown below.
// Additional code initializes the constant register c4 with the color green.

D3DXMATRIX mat, matView, matProj;
D3DXMatrixMultiply(&mat, &matView, &matProj);
D3DXMatrixTranspose(&mat, &mat);
// set C0 with the view and projection matrix
m_pd3dDevice->SetVertexShaderConstant(0, &mat, 4);

// set register c4
float color[4] = {0, 1, 0, 0};
m_pd3dDevice->SetVertexShaderConstant(4, &color, 1);

// The first SetVertexShaderConstant method binds the C0 register 
// with the first row of the view/projection matrix (rows 2, 3 and 4 are 
// bound to registers C2, C3 and c4 also). The m4x4 instruction (in the 
// shader file) loads the data.
// The second SetVertexShaderConstant method binds the C4 register 
// with the color green.