!!ARBvp1.0 OPTION ARB_position_invariant ;

# Parallax Mapping Mod v1.0
# by Junkguy
# junkguy@gmail.com
# www.junkguy.tk
# Released on August 14, 2004
#
#   YOU -MAY- MAKE YOUR OWN LEVEL AND ITS TEXTURES BE COMPATIBLE WITH THIS MOD AND
#      MAKE USE OF THE PARALLAX MAPPING TECHNOLOGY.  SEE THE README FOR DETAILS.
#
#   YOU MAY -NOT- USE THIS MOD AS A BASE FOR YOUR OWN MODS OR LEVELS.
#
#   YOU MAY -NOT- INCLUDE THIS MOD, THIS SHADER, THE TEXTURES, 
#      OR ANY OF THIS CODE IN YOUR OWN MOD OR LEVEL WITHOUT PERMISSION FROM JUNKGUY.

TEMP	R0, R1, R2;
PARAM	defaultTexCoord = { 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], defaultTexCoord;
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], defaultTexCoord;
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], defaultTexCoord;
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], defaultTexCoord;
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;
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];

END


#======================================================================

!!ARBfp1.0 
OPTION ARB_precision_hint_nicest;

TEMP	light, color, R1, R2, localNormal, specular, eye, height, newtexcoord, newbumpcoord, newspeccoord, newspeclook;

PARAM	subOne = { -1, -1, -1, -1 };
PARAM	scaleTwo = { 2, 2, 2, 2 };

TEX	height, fragment.texcoord[1], texture[1], 2D;
MAD	height.x, height.z, -0.05, 0.05;
MAD	newbumpcoord, height.xxxx, eye, fragment.texcoord[1];
MAD	newtexcoord, height.xxxx, eye, fragment.texcoord[4];
MAD	newspeccoord, height.xxxx, eye, fragment.texcoord[5];
MAD	newspeclook, height.xxxx, eye, fragment.texcoord[6];

DP3	R1, fragment.texcoord[7], fragment.texcoord[7];
RSQ	R1, R1.x;
MUL	eye, fragment.texcoord[7], R1;

TEX	light, fragment.texcoord[0], texture[0], CUBE;
MAD	light, light, scaleTwo, subOne;

DP3	specular, newspeclook,newspeclook;
RSQ	specular, specular.x;
MUL	specular, specular.x, newspeclook;

TEX	localNormal, newbumpcoord, texture[1], 2D;
MOV	localNormal.x, localNormal.a;
MOV	localNormal.z, 0.99;
MAD	localNormal, localNormal, scaleTwo, subOne;
DP3	light, light, localNormal;

TXP	R1, fragment.texcoord[3], texture[3], 2D;
MUL	light, light, R1;

TXP	R1, fragment.texcoord[2], texture[2], 2D;
MUL	light, light, R1;

TEX	R1, newtexcoord, texture[4], 2D;
MUL	color.xyz, R1, program.env[0];

DP3	specular, specular, localNormal;

TEX	R1, specular, texture[6], 2D;

MUL	R1, R1, program.env[1];
TEX	R2, newspeccoord, texture[5], 2D;
ADD	R2, R2, R2;
MAD	color.xyz, R1, R2, color;
MUL	color.xyz, light, color;
MUL	result.color.xyz, color, fragment.color;

END

