TEMP bitangent; TEMP R0, R1, R2, position, _nrm; useTemplate skinningMatrix_ARB< "position", "_nrm" > PARAM defaultTexCoord = { 0, 0.5, 0, 1 }; # textures 4 takes the base coordinates by the texture matrix MOV result.texcoord[4], defaultTexCoord; DP4 result.texcoord[4].x, $texCoordAttrib, $diffuseMatrix_s; DP4 result.texcoord[4].y, $texCoordAttrib, $diffuseMatrix_t; # generate the vertex color, which can be 1.0, color, or 1.0 - color MAD result.color, $colorAttrib, $colorModulate, $colorAdd; DP3 result.texcoord[5].x, $transposedModelMatrix_x, _nrm; DP3 result.texcoord[5].y, $transposedModelMatrix_y, _nrm; DP3 result.texcoord[5].z, $transposedModelMatrix_z, _nrm; $if ( r_megaDrawMethod != 0 ) SUB R2, position, $viewOrigin; DP3 R1.x, R2, R2; RSQ R1.y, R1.x; MUL R1.x, R1.y, R1.x; MAD result.color.secondary, R1.x, $fogDepths.z, $fogDepths.w; $endif