!!ARBvp1.0 OPTION ARB_position_invariant ;

# texture 0 takes the texture coordinates unmodified
MOV		result.texcoord[0], vertex.texcoord[0];

END

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

!!ARBfp1.0 
OPTION ARB_precision_hint_nicest;

# texture 0 is _currentRender
# texture 1 is a normal map that we will use to deform texture 0
#
# env[0] is the 1.0 to _currentRender conversion
# env[1] is the fragment.position to 0.0 - 1.0 conversion

TEMP	color, R0;

# scale by the screen non-power-of-two-adjust
MUL		R0, fragment.texcoord[0], program.env[0];

TEX		color.xyz, R0, texture[0], 2D;

DP3		R0, color, {0.3,0.5,0.1};
LRP		color.xyz, program.local[0], color, R0;
LRP		color.xyz, program.local[1].x, color, program.local[1].y;
MAD		color.xyz, color, program.local[2], program.local[3];

MOV		color.a, 0.2;
MOV		result.color.xyz, color;

END

