!!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.SrcTex : TEXUNIT0
#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 sampler2D SrcTex : TEXUNIT0 : texunit 0 : 1 : 1
#var half4 col : $vout.COL : COL : -1 : 1
#var float depth : $vout.DEPR : DEPR : -1 : 1
PARAM c0 = {1, 0, 0, 0};
PARAM c1 = state.light[0].position;
PARAM c2 = state.light[0].half;
PARAM c3 = {0.5, 0.5, 0.5, 0.5};
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEMP R4;
TEMP L;

DP4 L.x, c1,c1;
RSQ L.x, L.x;
MUL L.xyz, L.x, c1;

TEX R0, fragment.texcoord[0].xyxx, texture[0], 2D;
DP4 R1.x, fragment.texcoord[1], fragment.texcoord[1];
RSQ R1.x, R1.x;
MUL R1, R1.x, fragment.texcoord[1];
DP4 R2.x, c2, R1;
DP4 R1.x, L, R1;
MOV R3.zw, fragment.texcoord[0].w;
MOV R3.y, -R2.x;
MOV R3.x, -R1.x;
LIT R3.y, R3;
MUL R3, fragment.color.primary, R3.y;
MUL R3, R3, c3.x;
MOV R4.zw, fragment.texcoord[0].w;
MOV R4.y, R2.x;
MOV R4.x, R1.x;
LIT R1.yz, R4;
MAD R3, fragment.color.primary, R1.y, R3;
MUL R1, fragment.color.secondary.xyzz, R1.z;
MAD R0.xyz, R3, R0, R1;
MOV result.color.xyz, R0.xyzx;
MOV result.color.w, c0.x;
END
# 21 instructions, 5 R-regs, 0 H-regs.
# End of program
