!!ARBvp1.0 OPTION ARB_position_invariant ;

# VPROG_INTERACTION
#
# input:
#
# attrib[8] TEX0	texture coordinates
# attrib[9] TEX1	normal
# attrib[10] TEX2	tangent[0]
# attrib[11] TEX3	tangent[1]
# COL			vertex color
#
# c[4]	localLightOrigin
# c[5]	localViewOrigin
# c[6]	lightProjection S
# c[7]	lightProjection T
# c[8]	lightProjection Q
# c[9]	lightFalloff S
# c[10]	bumpMatrix S
# c[11]	bumpMatrix T
# c[12]	diffuseMatrix S
# c[13]	diffuseMatrix T
# c[14]	specularMatrix S
# c[15]	specularMatrix T
# c[16]	vertex color modulate
# c[17]	vertex color add
#
# output:
#
# texture 0 is the cube map
# texture 1 is the per-surface bump map
# texture 2 is the light falloff texture
# texture 3 is the light projection texture
# texture 4 is the per-surface diffuse map
# texture 5 is the per-surface specular map
# texture 6 is the specular lookup table

TEMP	R0, R1, R2;

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


# calculate vector to light in R0
SUB		R0.xyz, program.env[4], vertex.position;

# put into texture space for TEX0
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;

# textures 1 takes the base coordinates by the texture matrix
MOV		result.texcoord[1].xy, defaultTexCoord;
MOV		result.texcoord[1], vertex.attrib[8];
MAD		result.texcoord[1].xy, vertex.attrib[8], program.local[0], program.local[0].zwxy;
DP4		result.texcoord[1].x, vertex.attrib[8], program.env[10];
DP4		result.texcoord[1].y, vertex.attrib[8], program.env[11];

# texture 2 has one texgen
MOV		result.texcoord[2].xy, defaultTexCoord;
DP4		result.texcoord[2].x, vertex.position, program.env[9];

# texture 3 has three texgens
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];

# calculate vector to viewer in R0
SUB		R0.xyz, program.env[5], vertex.position;

# put into texture space for TEX6
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;

# generate the vertex color, which can be 1.0, color, or 1.0 - color
# for 1.0 : env[16] = 0, env[17] = 1
# for color : env[16] = 1, env[17] = 0
# for 1.0-color : env[16] = -1, env[17] = 1
MAD		result.color.xyz, vertex.color, program.env[16].x, program.env[16].y;

END
