45 float h = (
mAspectRatio == 1) ? VI_VIRTUAL_HALF_WIDTH_WIDE : VI_VIRTUAL_HALF_WIDTH_STD;
52 C_MTXOrtho(&projMtx, -VI_VIRTUAL_HALF_HEIGHT, VI_VIRTUAL_HALF_HEIGHT, -h, h, 0, 1);
53 GXSetProjection(&projMtx, 1);
57 GXLoadPosMtxImm(&posMtx, 0);
61 GXInvalidateVtxCache();
63 GXSetVtxDesc(GX_VA_POS, GX_VA_TEX0MTXIDX);
64 GXSetVtxAttrFmt(0, GX_VA_POS, 1, 4, 0);
68 GXSetChanCtrl(GX_COLOR0A0, 0, GX_SRC_REG, GX_SRC_REG, GX_LIGHT_NULL, GX_DF_NONE, GX_AF_NONE);
72 __GXSetIndirectMask(0);
75 GXSetTevOp(GX_TEVSTAGE0, 4);
76 GXSetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD_NULL, GX_TEXMAP_NULL, GX_COLOR0A0);
79 GXSetBlendMode(GX_BM_NONE, GX_BL_ONE, GX_BL_ZERO, GX_LO_SET);
81 GXSetBlendMode(GX_BM_BLEND, GX_BL_SRCALPHA, GX_BL_INVSRCALPHA, GX_LO_SET);
86 GXSetZMode(0, GX_NEVER, 0);
89 GXBegin(GX_QUADS, GX_VTXFMT0, 4);
91 GXPosition3f32(-h, -VI_VIRTUAL_HALF_HEIGHT, 0);
92 GXPosition3f32(h, -VI_VIRTUAL_HALF_HEIGHT, 0);
93 GXPosition3f32(h, VI_VIRTUAL_HALF_HEIGHT, 0);
94 GXPosition3f32(-h, VI_VIRTUAL_HALF_HEIGHT, 0);