!!ARBvp1.0
ATTRIB pos = vertex.position;
PARAM mat[4] = { state.matrix.mvp };
PARAM mat2[4] = { state.matrix.program[0] };
OUTPUT opos = result.position;
TEMP temp,temp2;

#calculate output position
DP4 opos.x, pos, mat[0];
DP4 opos.y, pos, mat[1];
DP4 opos.z, pos, mat[2];
DP4 opos.w, pos, mat[3];

DP4 result.fogcoord.x, pos, mat[2];
MOV result.color, vertex.color;

#calculate texture coords
MAD result.texcoord[0], pos.xzyw, program.env[12], program.env[11];		#main texture
MUL result.texcoord[1], pos.xzyw, program.env[10];						#shade texture
MAD result.texcoord[2], pos.xzyw, program.env[14], program.env[13];		#detail texture
MOV result.texcoord[2].z, pos.y;

#calculate shadow texture coords

DP4 temp.x, pos, mat2[0];
DP4 temp.y, pos, mat2[1];

ABS temp2,temp;
ADD temp2,temp2,program.env[17];
RSQ temp2.x, temp2.x;
RSQ temp2.y, temp2.y;
ADD temp2,temp2,program.env[18];
MAD result.texcoord[4], temp, temp2,program.env[16];

DP4 result.texcoord[4].z, pos, mat2[2];
DP4 result.texcoord[4].w, pos, mat2[3];
END
