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so registers get cleared before the next run of the asm-script?



yes, registers don't keep their contents when the vertexshader ends. the shader gets executed for each vertex individually and only information about the current vertex is known.

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i also like to see an example on how to implement a pixel shader, in betatext there is only vertex shader.



have a look at my terrain multitexturing shader! it's a very simple vertex/pixelshader example.

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so, if they are provided by the engine, i could need a complete overview which are available, cause the general informations on vertex and pixel shader assembler available on the net are different to the ones which come with the engine.



it's always

v0[3] - position
v3[3] - normal
v7[2] - tex coord1
v8[2] - tex coord2

with a6! nothing else is available.

v8 is a second texture coordinate set which is used for the shadowmaps on levelgeometry i guess. so you won't need this for models, terrains or sprites.