!!ARBfp1.0
# ARB_fragment_program generated by NVIDIA Cg compiler
# cgc version 1.0.0002, build date Dec 18 2002  12:39:16
# command line args: -profile arbfp1
#vendor NVIDIA Corporation
#version 1.0.02
#profile arbfp1
#program main
#semantic main.basetex
#semantic main.normtex
#semantic main.eye
#semantic main.mat
#var float4 pixel.color0 : $vin.COLOR0 : COLOR0 : 0 : 1
#var float4 pixel.color1 : $vin.COLOR1 : COLOR1 : 0 : 1
#var float4 pixel.texcoord0 : $vin.TEXCOORD0 : TEXCOORD0 : 0 : 1
#var float4 pixel.texcoord1 : $vin.TEXCOORD1 : TEXCOORD1 : 0 : 1
#var float4 pixel.texcoord2 : $vin.TEXCOORD2 : TEXCOORD2 : 0 : 1
#var float4 pixel.texcoord3 : $vin.TEXCOORD3 : TEXCOORD3 : 0 : 1
#var float4 pixel.texcoord4 : $vin.TEXCOORD4 : TEXCOORD4 : 0 : 1
#var sampler2D basetex :  : texunit 0 : 1 : 1
#var sampler2D normtex :  : texunit 1 : 2 : 1
#var float4 eye :  :  : 3 : 1
#var float4x4 mat :  : , 4 : 4 : 1
#var float4 color : $vout.COLOR0 : COLOR0 : -1 : 1
PARAM c0 = {1, 0, 0, 0};
PARAM c1 = {2, 2, 2, 2};
PARAM c2 = {1, 1, 1, 1};
TEMP R0;
TEMP R1;
TEX R0, fragment.texcoord[0].xyxx, texture[1], 2D;
MOV R1.x, c2.x;
MAD R0.xyw, R0, c1.x, -R1.x;
MOV R0.z, c0.y;
MOV R1.xyw, R0.xyxw;
DP3 R0.x, R0.xyzx, R0.xyzx;
MOV R1.z, R0.x;
RSQ R0.x, R1.z;
RCP R0.x, R0.x;
MUL R0.x, c0.x, R0.x;
RCP R0.x, R0.x;
MUL R0.x, c0.x, R0.x;
MOV R1.z, R0.x;
DP3 R0.x, fragment.texcoord[3].xyzx, R1.xyzx;
DP3 R0.w, fragment.texcoord[2].xyzx, R1.xyzx;
MOV R0.y, R0.w;
DP3 R0.w, fragment.texcoord[1].xyzx, R1.xyzx;
MOV R0.z, R0.w;
DP3 R0.w, R0.xyzx, R0.xyzx;
RSQ R0.w, R0.w;
RCP R0.w, R0.w;
MUL R0.w, c0.x, R0.w;
MOV R1.xyz, R0.xyzx;
MOV R1.w, R0.w;
MOV result.color, R1;
END
# 25 instructions, 2 R-regs, 0 H-regs.
# End of program
