# Doom 3 Parallax Mapping mod by [x26]VOLAND
# E-mail: x26.voland@gmail.com
# ICQ: 680277
# Site: http://x26-voland.narod.ru/
# You may not modify, share, include this script into your own product without ny permission.

!!ARBvp1.0 OPTION ARB_position_invariant;
TEMP R0, R1, R2;

PARAM DTexCoord = { 0, 0.5, 0, 1 };

SUB R0, program.env[4], vertex.position;

DP3 result.texcoord[0].x, vertex.attrib[9], R0;
DP3 result.texcoord[0].y, vertex.attrib[10], R0;
DP3 result.texcoord[0].z, vertex.attrib[11], R0;
MOV result.texcoord[1], DTexCoord;
DP4 result.texcoord[1].x, vertex.attrib[8], program.env[10];
DP4 result.texcoord[1].y, vertex.attrib[8], program.env[11];
MOV result.texcoord[2], DTexCoord;
DP4 result.texcoord[2].x, vertex.position, program.env[9];
DP4 result.texcoord[3].x, vertex.position, program.env[6];
DP4 result.texcoord[3].y, vertex.position, program.env[7];
DP4 result.texcoord[3].w, vertex.position, program.env[8];
MOV result.texcoord[4], DTexCoord;
DP4 result.texcoord[4].x, vertex.attrib[8], program.env[12];
DP4 result.texcoord[4].y, vertex.attrib[8], program.env[13];
MOV result.texcoord[5], DTexCoord;
DP4 result.texcoord[5].x, vertex.attrib[8], program.env[14];
DP4 result.texcoord[5].y, vertex.attrib[8], program.env[15];

SUB R0, program.env[4], vertex.position;
DP3 R1, R0, R0;
RSQ R1, R1.x;
MUL R0, R0, R1.x;
SUB R1, program.env[5], vertex.position;
DP3 R2, R1, R1;
RSQ R2, R2.x;

#MAD R0, R1, R2.x, R0;
MUL R1, R1, R2.x;
ADD R0, R0, R1;

DP3 result.texcoord[6].x, vertex.attrib[9], R0;
DP3 result.texcoord[6].y, vertex.attrib[10], R0;
DP3 result.texcoord[6].z, vertex.attrib[11], R0;

SUB R1, program.env[5], vertex.position;

DP3 result.texcoord[7].x, vertex.attrib[9], R1;
DP3 result.texcoord[7].y, vertex.attrib[10], R1;
DP3 result.texcoord[7].z, vertex.attrib[11], R1;

MOV result.texcoord[7].w, 1.0;

#MAD result.color.xyz, vertex.color, program.env[16], program.env[17];
MAD result.color.xyz, vertex.color, program.env[16].x, program.env[16].y;

END

!!ARBfp1.0 
OPTION ARB_precision_hint_nicest;

TEMP svet, color, R1, R2, lN, otr, hd, vis, txc, bpc, spc, spl;

#PARAM sbb = { -1, -1, -1, -1 };
#PARAM sll = { 2, 2, 2, 2 };
PARAM sbb = { -2, -2, -2, -2 };
PARAM sll = { 4, 4, 4, 4 };

DP3 R1, fragment.texcoord[7], fragment.texcoord[7];
RSQ R1, R1.x;
MUL hd, fragment.texcoord[7], R1;
TEX vis, fragment.texcoord[1], texture[1], 2D;
MAD vis.x, vis.z, -0.0375, 0.0375;
MAD bpc, vis.xxxx, hd, fragment.texcoord[1];
MAD txc, vis.xxxx, hd, fragment.texcoord[4];
MAD spc, vis.xxxx, hd, fragment.texcoord[5];
MAD spl, vis.xxxx, hd, fragment.texcoord[6];
DP3 otr, spl, spl;
RSQ otr, otr.x;
MUL otr, otr.x, spl;
TEX svet, fragment.texcoord[0], texture[0], CUBE;
MAD svet, svet, sll, sbb;
TEX lN, bpc, texture[1], 2D;
MOV lN.x, lN.a;
MOV lN.z, 0.75;
MAD lN, lN, sll, sbb;
DP3 svet, svet, lN;
TXP R1, fragment.texcoord[3], texture[3], 2D;
MUL svet, svet, R1;
TXP R1, fragment.texcoord[2], texture[2], 2D;
MUL svet, svet, R1;
TEX R1, txc, texture[4], 2D;
MUL color.xyz, R1, program.env[0];
DP3 otr, otr, lN;
TEX R1, otr, texture[6], 2D;
MUL R1, R1, program.env[1];
TEX R2, spc, texture[5], 2D;
ADD R2, R2, R2;
MAD color.xyz, R1, R2, color;
MUL color.xyz, svet, color;

MUL result.color.xyz, color, fragment.color;

END
