!!ARBvp1.0
#
# Fragment program to ...
#
# Orion Sky Lawlor, olawlor@acm.org, 2005/2/7 (Public Domain)
#

# Standard vertex shader header: multiply by mvp
PARAM  mvp[4]	    = { state.matrix.mvp }; # MODELVIEW and PROJECTION matrix product
# Map vertex to clip coordinates, by multiplying it by mvp matrix:
DP4   result.position.x, mvp[0], vertex.position; 
DP4   result.position.y, mvp[1], vertex.position;
DP4   result.position.z, mvp[2], vertex.position;
DP4   result.position.w, mvp[3], vertex.position;


PARAM  mvi[4]	    = { state.matrix.modelview[1] };
TEMP  world;
DP4   world.x, mvi[0], vertex.position; 
DP4   world.y, mvi[1], vertex.position;
DP4   world.z, mvi[2], vertex.position;
MOV   world.w, {1,1,1,1};

MOV result.texcoord[4],world; # world-space position
MOV result.texcoord[0],vertex.texcoord[0]; # world-space position

END
