celestia/shaders/multishadow_arb.vp

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!!ARBvp1.0
# Vertex program use for applying up to four shadow textures. 2D texture
# coordinates are generated from vertex coordinates using the s and t
# texture planes.
ATTRIB iPos = vertex.position;
ATTRIB iTex0 = vertex.texcoord[0];
PARAM mvp[4] = { state.matrix.mvp };
PARAM lightDir = program.env[0];
PARAM texgen_s0 = program.env[10];
PARAM texgen_t0 = program.env[11];
PARAM texgen_s1 = program.env[12];
PARAM texgen_t1 = program.env[13];
PARAM texgen_s2 = program.env[14];
PARAM texgen_t2 = program.env[15];
PARAM texgen_s3 = program.env[16];
PARAM texgen_t3 = program.env[17];
PARAM halfW = { 0, 0, 0, 0.5 };
OUTPUT oPos = result.position;
OUTPUT oTex0 = result.texcoord[0];
OUTPUT oTex1 = result.texcoord[1];
OUTPUT oTex2 = result.texcoord[2];
OUTPUT oTex3 = result.texcoord[3];
TEMP t;
# Transform the vertex by the modelview matrix
DP4 oPos.x, mvp[0], iPos;
DP4 oPos.y, mvp[1], iPos;
DP4 oPos.z, mvp[2], iPos;
DP4 oPos.w, mvp[3], iPos;
# Generate texture coordinates
DP4 oTex0.x, texgen_s0, iPos;
DP4 oTex0.y, texgen_t0, iPos;
DP4 oTex1.x, texgen_s1, iPos;
DP4 oTex1.y, texgen_t1, iPos;
DP4 oTex2.x, texgen_s2, iPos;
DP4 oTex2.y, texgen_t2, iPos;
DP4 oTex3.x, texgen_s3, iPos;
DP4 oTex3.y, texgen_t3, iPos;
END