the historic move: getting rid of all visual studio project stuff, now that the mingw build works

git-svn-id: svn://svn.icculus.org/netradiant/trunk@56 61c419a2-8eb2-4b30-bcec-8cead039b335
This commit is contained in:
rpolzer
2008-09-16 08:15:52 +00:00
parent 5c84f42ce4
commit 5ad1e19406
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#!/bin/sh
# temporary..
# grab the gtk devel package
# FIXME: for win32 SDK only
echo "Updating src/"
echo "NOTE: check we are using the latest gtk dev packages"
echo "NOTE: we are not putting our patched versions in"
rm -rf src
unzip /cygdrive/c/Download/Gtk-20001023/glib-dev-20001023.zip
unzip /cygdrive/c/Download/Gtk-20001023/gtk+-dev-20000722.zip
unzip /cygdrive/c/Download/Gtk-20001023/libiconv-dev-20001007.zip
unzip /cygdrive/c/Download/Gtk-20001023/extralibs-dev-20001007.zip

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#!/bin/sh
# what I use to run this script on my win32 box:
# have cygwin, perl (ActiveState) and the cygwin zip utility
# for zip: http://www.hirmke.de/software/develop/gnuwin32/cygwin/porters/Hirmke_Michael/GNUWin32-links.html#zip-2.3%20(cygwin1.1)
# FIXME: I'd like to have this same script used for both platforms
# for the SDK we recreate a smaller tree and only put the stuff we want
# what potentially changes across platforms is the binaries and the src/ subtree for gtk stuff
# proceed in order:
# include directory for all plugin API
mkdir GtkRadiant
mkdir GtkRadiant/include
rm -rf ./GtkRadiant/include/*
echo "Copying GtkRadiant API headers"
cp ../../include/* ./GtkRadiant/include
# now fill in the plugins menu:
# copy common, textool and the sample plugin
mkdir GtkRadiant
mkdir GtkRadiant/plugins
mkdir GtkRadiant/plugins/common
mkdir GtkRadiant/plugins/textool
mkdir GtkRadiant/plugins/sample
rm -rf ./GtkRadiant/plugins/*
echo "Copying TexTool"
cp -R ../../plugins/textool ./GtkRadiant/plugins/textool
cp -R ../../plugins/common ./GtkRadiant/plugins/common
echo "Copying Sample plugin"
cp -R ../../plugins/sample ./GtkRadiant/plugins/sample
# get gtkradiant binary (you know you want it)
# FIXME: for win32 SDK only
#cp ../radiant/Release/Q3Radiant.exe GtkRadiant.exe
# grab the gtk devel package
# FIXME: for win32 SDK only
echo "Updating src/"
echo "NOTE: check we are using the latest gtk dev packages"
echo "NOTE: we are not putting our patched versions in"
rm -rf src
unzip /cygdrive/c/Download/Gtk-20001023/glib-dev-20001023.zip
unzip /cygdrive/c/Download/Gtk-20001023/gtk+-dev-20000722.zip
unzip /cygdrive/c/Download/Gtk-20001023/libiconv-dev-20001007.zip
unzip /cygdrive/c/Download/Gtk-20001023/extralibs-dev-20001007.zip
# grab the src/build directory, we use it with the cygwin makefiles
cp -R ../../../src/build src
# build the SDK
#echo "Check the sample/ directory is clean"
#zip -r PluginSDK.zip src private sample README.html GtkRadiant.exe

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#!/bin/sh
# temporary..
# build the SDK zip
rm PluginSDK.zip
zip -r PluginSDK.zip src GtkRadiant README.html

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<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
<meta name="GENERATOR" content="Mozilla/4.73 [en] (Win98; U) [Netscape]">
<title>Q3Radiant plugin SDK
</title>
</head>
<body>
<center><b><font size=+2>GtkRadiant plugin SDK</font></b></center>
<center><b><font size=+2>http://www.gtkradiant.com</font></b></center>
<p><br>
<div align=right><b><font size=+2>Version: <font color="#FF0000">GtkRadiant
1.1-TA-beta</font></font></b>
<br><b><font size=+2><font color="#000000">Last updated: </font><font color="#FF0000">01/14/2001</font></font></b></div>
<p><br>
<hr WIDTH="100%"><font size=+2>What do I have?</font>
<br><font size=+1><tt>GtkRadiant/include/</tt>: Radiant plugin API
headers</font>
<br><font size=+1><tt>GtkRadiant/plugins/sample/</tt>: an empty plugin nutshell,
handy to start a new one (NOTE: a cygwin makefile for Sample is also
provided)</font>
<br><font size=+1><tt>GtkRadiant/plugins/textool/</tt>: TexTool plugin
source code</font>
<br><font size=+1><tt>src/</tt>: Gtk headers and libraries for win32</font>
<p> <font size=+2>A Word about Gtk:</font>
<br><font size=+1>GtkRadiant is using the <a href="http://www.gtk.org"
target="_new">Gtk toolkit</a> for all the user interface. There's a specific
page for the <a href="http://user.sgic.fi/~tml/gimp/win32/" target="_new">Gtk on
win32</a>. If you are going to write a plugin for GtkRadiant, we recommend you
use Gtk, but it's not a required feature. You can write plugins using the native
windows API or even VB. Don't hesitate to ask for help on the <a
href="http://www.egroups.com/register?referer=/subscribe/radiant-plugins"
target="_new">plugin mailing list</a> or to drop by on irc.telefragged.com
#qeradiant</font></p>
<p><font size=+2>Plugin basics:</font>
<br><font size=+2>main features available to plugins:</font>
<ul>
<li>
<font size=+1>Manipulate MAP data: read and write brushes, patches, epairs and entities</font></li>
<li>
<font size=+1>Override the BSP menu to process your own building commands</font></li>
<li>
<font size=+1>Read / Write project settings epairs</font></li>
<li>
<font size=+1>Use OpenGL to draw in the 2D/3D view, or in your own plugin
windows</font></li>
<li>
<font size=+1>Use listeners to catch events in Radiant (like a change of
texture or brush select / deselect)</font></li>
<li>
<font size=+1>Use listeners to listen for window events (for mouse interaction
in the 2D view)</font></li>
<li>
<font size=+1>Create new plugin entities that show up in the Radiant window,
which you can draw yourself and handle the user interaction</font></li>
<li>
<font size=+1>Use the Radiant internal parser to hook your own MAP format
changes for plugin entities</font></li>
<li>
<font size=+1>Access polygon and texture information on the current selected
face</font></li>
<li>
<font size=+1>Override the texture / shader code to provide your own texture
formats and shader system</font></li>
<li>
<font size=+1>Add new surface properties, and change the MAP format accordingly</font></li>
</ul>
<font size=+2>overall structure of a plugin:</font>
<br><font size=+1>A plugin is a DLL (dynamic loading library) that exposes
some API to Radiant. Plugins must be put in the plugins/ directory, they
get loaded at startup by Radiant. Any plugin has a few required entry points
in order to get loaded correctly:</font>
<ul>
<li>
<font size=+1><tt>QERPlug_Init</tt> is the first entry point called, used
for initialization and sending back the plugin name that appears in the
console</font></li>
<li>
<font size=+1><tt>QERPlug_GetName</tt> returns the name of the plugin as
it appears in the plugin menu</font></li>
<li>
<font size=+1><tt>QERPlug_GetCommandList</tt> returns a list describing
the items in the plugin submenu</font></li>
<li>
<font size=+1><tt>QERPlug_GetFuncTable</tt> returns the address of the
_QERFuncTable_1 of the plugin. After Radiant got the pointer to the function
table it will fill it and the plugin is able to call into the editor.</font></li>
<li>
<font size=+1><tt>QERPlug_Dispatch</tt> is called when the user hits a
command in the plugin menu. The plugin is then free to process.</font></li>
</ul>
<font size=+2>the function table and interfaces:</font>
<br><font size=+1>Instead of exporting entry points, Radiant fills in function
pointer tables. The main and required function table is <tt>_QERFuncTable_1</tt>.
Each plugin must have it and let Radiant fill it. Some additional or specialized
functionalities can be accessed with other tables like <tt>_QERQglTable</tt>
for GL stuff. These have to be requested to Radiant using <tt>_QERFuncTable_1::m_pfnRequestInterface</tt>
(see <tt>TexTool</tt> for an example). Each additional function table has
a "globally unique identifier" (<tt>QERQglTable_GUID</tt> for GL stuff)
that's used to identify the interface across plugins.</font>
<p><font size=+1>NOTE: some function tables are used by Radiant and must
be filled by the plugin (ie. they work in reverse compared to usual ones).
In this case the plugin must export an additional entry point <tt>int WINAPI
QERPlug_RequestInterface( REFGUID, LPVOID );</tt></font>
<p><font size=+2>virtual classes:</font>
<br><font size=+1>some stuff is better represented by an abstract C++ class.
For those with COM knowledge, it's just a very lightweight COM way of doing
things. These classes have very basic reference counting through <tt>IncRef()</tt>
and <tt>DecRef()</tt> .. you are supposed to increment or decrement the
reference count each time you store or release a pointer to these classes,
otherwise they could get unexpectedly erased and you would be very very
sorry. The <tt>IListener</tt> class in <tt>IMessaging.h</tt> can be implemented
by the plugin and handed over to Radiant to listen for events. See <tt>TexTool</tt>
for examples.</font>
<br>&nbsp;
<p><font size=+2>More stuff:</font>
<br><font size=+1>If you need more information or if you want new features for
plugins, see the source code for <tt>TexTool</tt> and <tt>Curry</tt>.
<tt>TexTool</tt> source comes with the plugin SDK, and <tt>Curry</tt> source is
available <a href="http://curry.sourceforge.net">from their web site</a>. You
can <a
href="http://cvs.sourceforge.net/cgi-bin/cvsweb.cgi/?cvsroot=curry">browse it
online</a> from <a href="http://sourceforge.net/project/?group_id=1263">the
project page</a>. <a
href="http://sourceforge.net/project/?group_id=5326">PrtView</a> has neat code
samples on how to draw in the 2D views or camera window. These two plugins are
under GPL licensing. The dedicated place to talk about plugin coding is the <a
href="http://www.egroups.com/group/radiant-plugins">plugins-coding mailing
list</a> ... see you there. You may also get an updated list of the plugins for
Radiant <a href="http://plugins.qeradiant.com">on our dedicated web
site</a>.<br>
Update: you can also have a look to the <a
href="http://cvs.sourceforge.net/cgi-bin/cvsweb.cgi/?cvsroot=pk3man "
target="_new">pk3man source</a>.</font>
<p><font size=+2>Conclusion:</font>
<br><font size=+1>this document is intended as a quickstart for potential
plugin writers. I hope it meets it's objective. It's not a complete and
systematic documentation, I doubt there will be one ever unless someone
decides to do it. Feel free to send me contributions to this document.
<a href="mailto:timo@qeradiant.com">Send feedback to me</a>.</font>
</body>
</html>

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Plugin SDK for GtkRadiant
TODO list
win32:
write script to generate the plugin SDK
sample dll
documentation
headers
gtk libs (devel package + our stuff on top)
linux:
same thing more or less..
except we rely on the user for his Gtk installation
put some docs, links to curry and pk3man for source
[15:23] <leo> you don't need to do:
[15:23] <leo> #ifdef __linux__
[15:23] <leo> extern "C" char* QERPlug_Init (void* hApp, GtkWidget* pMainWidget)
[15:23] <leo> #else
[15:23] <leo> //LPCSTR __declspec(dllexport) QERPlug_Init(HMODULE hApp, GtkWidget* pMainWidget)
[15:23] <leo> extern "C" LPCSTR WINAPI QERPlug_Init(HMODULE hApp, GtkWidget* pMainWidget)
[15:23] <leo> #endif
[15:23] <TTimo> yes that needs cleaning
[15:23] <TTimo> is it yet?
[15:23] <leo> extern "C" char* WINAPI QERPlug_Init works
[15:24] <TTimo> way cool
[15:24] <leo> some plugins have it
[15:24] <leo> just thought I'd mention as you're writing the SDK
need to put TexTool source in as well..
put a f* updated binary of gktradiant in there

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#!/usr/bin/env perl
#
# Common setup functions for building release packages
#
# Gef - Jan3 2002
# - Initial framework for migrating setup/release building to perl
# TODO:
# Gef - Cleaner handling of cons builds, currently doesn't catch cons errors
package setup;
# Package constructor
sub new
{
my $this = {};
bless $this;
return $this;
}
# Replace in file parm-1; parm-2 with parm-3
sub replace
{
shift;
my $file = shift(@_);
my $search = shift(@_);
my $replace_with = shift(@_);
# need to use | instead of / with sed since the variables will contain /'s which confuse it
system("cat '$file' | sed -e 's|$search|$replace_with|g' > '$file.tmp'");
system("cp '$file.tmp' '$file'; rm '$file.tmp'");
}
# Not exactly common (between win32/linux), but useful here all the same
sub cons_build
{
shift;
my $BUILD_DIR = shift(@_);
my $BUILD_CMD = shift(@_);
# use a direct system() call since syscmd doesnt catch cons errors
system("cd $BUILD_DIR; $BUILD_CMD");
}
# Maintain a list of errors that have occured
sub collate_error
{
#shift;
my $err_type = shift(@_); # unused
my $err_command = shift(@_);
@errors[$err_count++] = "$err_command";
}
# Output the list of errors stored
sub print_errors
{
my $count = 0;
if($err_count gt 0)
{
if($err_count > 25)
{
print("$err_count Errors!! Ouch, looks like something screwed up.\n");
}
else
{
print("$err_count Error(s) encountered\n");
}
for($count; $count lt $err_count; $count++)
{
if(@errors[$count] ne "")
{
print("-> @errors[$count]\n");
}
}
}
#else
#{
# print("No errors encountered.\n");
#}
}
# A wrapper for system() calls that catches errors
sub syscmd
{
shift;
my $command_string = shift(@_);
# todo: identify multiple commands (commands split with ;'s)
# todo: catch cons errors (cons doesn't return a value)
system("$command_string");
my $sysretval = $?;
if(($sysretval gt 0) && ($sysretval lt 257))
{
@cmdlist = split(" ", $command_string);
if(@cmdlist[0] eq "cp")
{
collate_error("copy", $command_string);
}
elsif(@cmdlist[0] eq "mv")
{
collate_error("move", $command_string);
}
elsif(@cmdlist[0] eq "cons")
{
collate_error("cons", $command_string);
}
elsif(@cmdlist[0] eq "cd")
{
collate_error("changed dir", $command_string);
}
elsif(@cmdlist[0] eq "mkdir")
{
collate_error("make dir", $command_string);
}
elsif(@cmdlist[0] eq "cat")
{
collate_error("cat", $command_string);
}
elsif(@cmdlist[0] eq "rm")
{
collate_error("remove", $command_string);
}
else
{
collate_error("unhandled", $command_string);
}
}
return $sysretval;
}
# Close package
1;

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<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
<title>Radiant - Credits</title>
<style type="text/css">
<!--
a:link { color: #9999FF ; text-decoration: none ; }
a:visited { color: #6666AA ; text-decoration: none ; }
a:hover { color: #6666FF ; text-decoration: none ; }
h3 { color: #FFFFFF ; }
b { color: #CCCCCC ; }
//-->
</style>
</head>
<body text="#BBBBBB" bgcolor="#000000">
<div align="center">
<table width="95%" cellpadding="0" cellspacing="0" border="0"><tr><td>
<div align="center">
<table width="100%" cellpadding="0" cellspacing="0" border="0">
<tr><td bgcolor="#003366" align="center">
<h3>Credits</h3>
</td></tr>
</table>
</div>
<ul>
<p>
<b>GtkRadiant 1.5 development</b><br>
<hr>
<ul>
· Thomas "namespace" Nitschke spam@codecreator.net<br>
· Stefan "Shaderman" Greven<br>
· "Topsun"<br>
· SmallPileofGibs spog@planetquake.com<br>
· "Tr3b"<br>
· Eric "eb" Barth<br>
</ul>
</p>
<br>
<br>
<p><b>GtkRadiant 1.4 developement</b></p>
<hr>
<p>
<b>Loki Games</b><br>
<a href="http://www.lokigames.com" target="_new">Loki games</a> was the instigator of the project.
Leonardo Zide wrote the initial port to Gtk+, which is based on the win32 version of Q3Radiant by
<a href="http://www.idsoftware.com">Id Software</a>.
<ul>
· Leonardo Zide <a href="mailto:leonardo@centroin.com.br">&lt;leonardo@centroin.com.br&gt;</a><br>
· QA: Mike Phillips<br>
· Overall coordination: Bernd Kreimeier<br>
</ul>
</p>
<p>
<b>Id software</b><br>
<a href="http://www.idsoftware.com">Id software</a> is actively supporting
the project by providing resources, advice and developer time.
</p>
<b>QERadiant.com</b><br>
<a href="http://www.qeradiant.com">QERadiant.com</a> is the main entity
behind the editor. The team has been handling editor developement, website
work and documentation for several years now. Many people on the team have
been involved in several areas, plugin developpement, contributing patches,
doing documentation (.. and fixing my bad html)<br>
<BR>
<ul>
<p>
<b>Project leader:</b>
<br>- TTimo <a href="mailto:ttimo@idsoftware.com">&lt;ttimo@idsoftware.com&gt;</a>
</p>
<p>
<b>Editor developers and contributors:</b>
<br>- Arnout "RR2DO2" van Meer <a href="mailto:rr2do2@q3f.com">&lt;rr2do2@q3f.com&gt;</a>
<br>- David Olofson <a href="mailto:david@olofson.net">&lt;david@olofson.net&gt;</a>
<br>- Dominic "Hydra" Clifton <a href="mailto:hydrasworld@hotmail.com">&lt;hydrasworld@hotmail.com&gt;</a>
<br>- Geoff "Gef" Davis <a href="mailto:gefdavis@dingoblue.net.au">&lt;gefdavis@dingoblue.net.au&gt;</a>
<br>- Geoffrey DeWan <a href="mailto:gdewan@prairienet.org">&lt;gdewan@prairienet.org&gt;</a>
<br>- Gordon "djbob" Biggans <a href="mailto:gbiggans@uglab.eee.strath.ac.uk">&lt;gbiggans@uglab.eee.strath.ac.uk&gt;</a>
<br>- Jan Paul "MrElusive" van Waveren
<br>- Jonas
<br>- Leonardo Zide (initial ports and general developement) <a href="mailto:leonardo@centroin.com.br">&lt;leonardo@centroin.com.br&gt;</a>
<br>- LordHavoc - Q1 support work
<br>- MarsMattel <a href="mailto:icky.gildea@cableinet.co.uk">&lt;icky.gildea@cableinet.co.uk&gt;</a>
<br>- Michael Schlueter
<br>- Nurail
<br>- Pablo "^Fishman" Zurita <a href="mailto:pabloz@qeradiant.com">&lt;pabloz@qeradiant.com&gt;</a>
<br>- Randy "ydnar" Reddig <a href="mailto:ydnar@shaderlab.com">&lt;ydnar@shaderlab.com&gt;</a>
<br>- Ryan "Riant" Lahaie-Cohen <a href="rmarc@sympatico.ca">&lt;rmarc@sympatico.ca&gt;</a>
<br>- Robert Duffy
<br>- SCDS_reyalP <a href="mailto:rfm@redshift.com">&lt;rfm@redshift.com&gt;</a>
<br>- Shawn "EvilTypeGuy" Walker <a href="mailto:eviltypeguy@qeradiant.com">&lt;eviltypeguy@qeradiant.com&gt;</a>
<br>- SmallPileOfGibs <a href="mailto:spog@planetquake.com">&lt;spog@planetquake.com&gt;</a>
<br>
</p>
<p>
<b>ET GamePack:</b>
<br>- <a href="http://www.splashdamage.com">SplashDamage</a>
</p>
<p>
<b>OSX Port:</b>
<br>- X-Man
<br>- <a href="http://fink.sourceforge.net">fink team</a>
<br>- Anders Gudmundson
</p>
<p>
<b>Q3Map 2.0 and general Q3Map improvements:</b>
<br>- Randy "ydnar" Reddig <a href="mailto:ydnar@shaderlab.com">&lt;ydnar@shaderlab.com&gt;</a>
<br>
</p>
<p>
<b>Picmodel library:</b>
<br>- SeaW0lf
<br>- Randy "ydnar" Reddig <a href="mailto:ydnar@shaderlab.com">&lt;ydnar@shaderlab.com&gt;</a>
<br>
</p>
<p>
<b>Setup media: sample maps, shader scripts, md3s, entities.def:</b>
<br>- AstroCreep
<br>- Jean-Francois "Eutectic" Groleau
<br>- Primer
</p>
<p>
<b>Game Packs Help</b>
<br>- <a href="http://www.ravensoft.com">Raven Software</a> - James Monroe & Mike Majernik
<br>&nbsp;Jedi Academy game pack
<br>- Ryan "Riant" Lahaie-Cohen <a href="rmarc@sympatico.ca">&lt;rmarc@sympatico.ca&gt;</a>
<br>&nbsp;Jedi Knight II, Star Trek Voyager: Elite Force, and Soldier of Fortune 2 game packs
</p>
<p>
<b>Half-Life Module</b>
<br>- Dominic "Hydra" Clifton <a href="mailto:hydrasworld@hotmail.com">&lt;hydrasworld@hotmail.com&gt;</a>
</p>
<p>
<b>BobToolz plugin:</b>
<br>- Gordon "djbob" Biggans <a href="mailto:gbiggans@uglab.eee.strath.ac.uk">&lt;gbiggans@uglab.eee.strath.ac.uk&gt;</a>
<br>- MarsMattel
</p>
<p>
<b>Curry plugin Team:</b>
<br>- Mike "mickey" Jackman
<br>- Tim "Maj" Rennie
<br>- William "SmallPileOfGibs" Joseph
</p>
<p>
<b>PrtView plugin, various bug fixes and q3map guru:</b>
<br>- Geoffrey DeWan
</p>
<p>
<b>Gensurf plugin</b>
<br>- David Hyde
</p>
<p>
<b>2D background image plugin</b>
<br>- SCDS_Reyalp
</p>
<p>
<b>Web staff:</b>
<br>- Dave "Bargle" Koenig and Jason "Wolfen" Spencer
<br>- Geoff "Gef" Davis <a href="mailto:gefdavis@dingoblue.net.au">&lt;gefdavis@dingoblue.net.au&gt;</a>
<br>- Tristan "Jherax" Blease <a href="mailto:jherax@qeradiant.com">&lt;jherax@qeradiant.com&gt;</a>
<br>- neo279, Erukian, space, ButtMonkey
<br>- Thanks to John Hutton, AstroCreep and W2k for web help
</p>
<p>
<b>FAQ:</b>
<br>- Equim and Wex
<br>
</p>
</ul>
<br>
<p>
Thanks to everyone on the beta mailing list and irc.telefragged.com #qeradiant
for testing and feedback.
<br><br>
Updated icons by AstroCreep
<br>Bitch-slapping by raYGunn
</p>
Special thanks to <a href="http://www.gtk.org" target="_new">The Gtk+ project</a> and specially <a href="mailto:tml@iki.fi">Tor Lillqvist</a>, maintainer of the <a href="http://www.gimp.org/win32/">win32 port of Gtk+</a>.
</ul>
<div align="center">
<table width="100%" cellpadding="0" cellspacing="0" border="0">
<tr><td bgcolor="#003366" align="center">
&nbsp;
</td></tr>
</table>
</div>
</table>
</div>
</body>
</html>

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/// ============================================================================
/*
Copyright (C) 2004 Robert Beckebans <trebor_7@users.sourceforge.net>
Please see the file "AUTHORS" for a list of contributors
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/// ============================================================================
#include "utils.cg"
struct cg_vertex2fragment
{
float4 position : TEXCOORD0;
float4 tex_diffuse_bump : TEXCOORD1;
float4 tex_specular : TEXCOORD2;
float4 tex_atten_xy_z : TEXCOORD3;
float3 tangent : TEXCOORD4;
float3 binormal : TEXCOORD5;
float3 normal : TEXCOORD6;
};
struct cg_fragment2final
{
float4 color : COLOR;
};
cg_fragment2final main(cg_vertex2fragment IN,
uniform sampler2D diffusemap,
uniform sampler2D bumpmap,
uniform sampler2D specularmap,
uniform sampler2D attenuationmap_xy,
uniform sampler2D attenuationmap_z,
uniform float3 view_origin,
uniform float3 light_origin,
uniform float3 light_color,
uniform float bump_scale,
uniform float specular_exponent)
{
cg_fragment2final OUT;
// construct object-space-to-tangent-space 3x3 matrix
float3x3 rotation = float3x3(IN.tangent, IN.binormal, IN.normal);
// compute view direction in tangent space
float3 V = normalize(mul(rotation, view_origin - IN.position.xyz));
// compute light direction in tangent space
float3 L = normalize(mul(rotation, (light_origin - IN.position.xyz)));
// compute half angle in tangent space
float3 H = normalize(L + V);
// compute normal in tangent space from bumpmap
float3 T = CG_Expand(tex2D(bumpmap, IN.tex_diffuse_bump.zw).xyz);
T.z *= bump_scale;
float3 N = normalize(T);
// compute the diffuse term
float4 diffuse = tex2D(diffusemap, IN.tex_diffuse_bump.xy);
diffuse.rgb *= light_color * saturate(dot(N, L));
// compute the specular term
float3 specular = tex2D(specularmap, IN.tex_specular.xy).rgb * light_color * pow(saturate(dot(N, H)), specular_exponent);
// compute attenuation
float3 attenuation_xy = tex2Dproj(attenuationmap_xy, float3(IN.tex_atten_xy_z.x, IN.tex_atten_xy_z.y, IN.tex_atten_xy_z.w)).rgb;
float3 attenuation_z = tex2D(attenuationmap_z, float2(IN.tex_atten_xy_z.z, 0)).rgb;
// compute final color
OUT.color.rgba = diffuse;
OUT.color.rgb += specular;
OUT.color.rgb *= attenuation_xy;
OUT.color.rgb *= attenuation_z;
return OUT;
}

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@@ -1,78 +0,0 @@
/// ============================================================================
/*
Copyright (C) 2004 Robert Beckebans <trebor_7@users.sourceforge.net>
Please see the file "AUTHORS" for a list of contributors
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/// ============================================================================
struct cg_app2vertex
{
float4 position : POSITION;
float4 tex0 : ATTR8;
float3 tangent : ATTR9;
float3 binormal : ATTR10;
float3 normal : ATTR11;
};
struct cg_vertex2fragment
{
float4 hposition : POSITION;
float4 position : TEXCOORD0;
float4 tex_diffuse_bump : TEXCOORD1;
float4 tex_specular : TEXCOORD2;
float4 tex_atten_xy_z : TEXCOORD3;
float3 tangent : TEXCOORD4;
float3 binormal : TEXCOORD5;
float3 normal : TEXCOORD6;
};
cg_vertex2fragment main(cg_app2vertex IN)
{
cg_vertex2fragment OUT;
// transform vertex position into homogenous clip-space
OUT.hposition = mul(glstate.matrix.mvp, IN.position);
// assign position in object space
OUT.position = IN.position;
// transform texcoords
OUT.tex_diffuse_bump.xy = mul(glstate.matrix.texture[0], IN.tex0).xy;
// transform texcoords
OUT.tex_diffuse_bump.zw = mul(glstate.matrix.texture[1], IN.tex0).xy;
// transform texcoords
OUT.tex_specular = mul(glstate.matrix.texture[2], IN.tex0);
// transform vertex position into light space
OUT.tex_atten_xy_z = mul(glstate.matrix.texture[3], IN.position);
// assign tangent space vectors
OUT.tangent = IN.tangent;
OUT.binormal = IN.binormal;
OUT.normal = IN.normal;
return OUT;
}

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@@ -1,86 +0,0 @@
!!ARBfp1.0
# cgc version 1.3.0001, build date Aug 4 2004 10:01:10
# command line args: -profile arbfp1
# source file: ..\..\setup\data\tools\gl\lighting_DBS_XY_Z_arbfp1.cg
# source file: ..\..\setup\data\tools\gl/utils.cg
#vendor NVIDIA Corporation
#version 1.0.02
#profile arbfp1
#program main
#semantic main.diffusemap
#semantic main.bumpmap
#semantic main.specularmap
#semantic main.attenuationmap_xy
#semantic main.attenuationmap_z
#semantic main.view_origin
#semantic main.light_origin
#semantic main.light_color
#semantic main.bump_scale
#semantic main.specular_exponent
#var float4 IN.position : $vin.TEX0 : TEX0 : 0 : 1
#var float4 IN.tex_diffuse_bump : $vin.TEX1 : TEX1 : 0 : 1
#var float4 IN.tex_specular : $vin.TEX2 : TEX2 : 0 : 1
#var float4 IN.tex_atten_xy_z : $vin.TEX3 : TEX3 : 0 : 1
#var float3 IN.tangent : $vin.TEX4 : TEX4 : 0 : 1
#var float3 IN.binormal : $vin.TEX5 : TEX5 : 0 : 1
#var float3 IN.normal : $vin.TEX6 : TEX6 : 0 : 1
#var sampler2D diffusemap : : texunit 0 : 1 : 1
#var sampler2D bumpmap : : texunit 1 : 2 : 1
#var sampler2D specularmap : : texunit 2 : 3 : 1
#var sampler2D attenuationmap_xy : : texunit 3 : 4 : 1
#var sampler2D attenuationmap_z : : texunit 4 : 5 : 1
#var float3 view_origin : : c[4] : 6 : 1
#var float3 light_origin : : c[2] : 7 : 1
#var float3 light_color : : c[3] : 8 : 1
#var float bump_scale : : c[1] : 9 : 1
#var float specular_exponent : : c[5] : 10 : 1
#var float4 main.color : $vout.COL : COL : -1 : 1
#const c[0] = 0.5 2 0
PARAM c[6] = { { 0.5, 2, 0 },
program.local[1..5] };
TEMP R0;
TEMP R1;
TEMP R2;
ADD R1.xyz, -fragment.texcoord[0], c[2];
DP3 R0.z, fragment.texcoord[6], R1;
DP3 R0.x, fragment.texcoord[4], R1;
DP3 R0.y, fragment.texcoord[5], R1;
ADD R1.xyz, -fragment.texcoord[0], c[4];
DP3 R0.w, R0, R0;
DP3 R2.z, fragment.texcoord[6], R1;
DP3 R2.x, fragment.texcoord[4], R1;
DP3 R2.y, fragment.texcoord[5], R1;
RSQ R0.w, R0.w;
MUL R1.xyz, R0.w, R0;
DP3 R1.w, R2, R2;
RSQ R0.w, R1.w;
MUL R2.xyz, R0.w, R2;
ADD R2.xyz, R1, R2;
DP3 R0.w, R2, R2;
RSQ R2.w, R0.w;
TEX R0.xyz, fragment.texcoord[1].zwzw, texture[1], 2D;
ADD R0.xyz, R0, -c[0].x;
MUL R0.xyz, R0, c[0].y;
MUL R0.z, R0, c[1].x;
DP3 R1.w, R0, R0;
RSQ R0.w, R1.w;
MUL R0.xyz, R0.w, R0;
MUL R2.xyz, R2.w, R2;
DP3_SAT R0.w, R0, R2;
DP3_SAT R0.x, R0, R1;
TEX R2.xyz, fragment.texcoord[2], texture[2], 2D;
MUL R1.xyz, R2, c[3];
POW R0.w, R0.w, c[5].x;
MUL R2.xyz, R1, R0.w;
MUL R1.xyz, R0.x, c[3];
TEX R0, fragment.texcoord[1], texture[0], 2D;
MAD R2.xyz, R0, R1, R2;
TXP R0.xyz, fragment.texcoord[3], texture[3], 2D;
MOV R1.y, c[0].z;
MOV R1.x, fragment.texcoord[3].z;
TEX R1.xyz, R1, texture[4], 2D;
MUL R0.xyz, R2, R0;
MUL result.color.xyz, R0, R1;
MOV result.color.w, R0;
END
# 41 instructions, 3 R-regs

View File

@@ -1,73 +0,0 @@
/// ============================================================================
/*
Copyright (C) 2004 Robert Beckebans <trebor_7@users.sourceforge.net>
Please see the file "CONTRIBUTORS" for a list of contributors
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/// ============================================================================
uniform sampler2D u_diffusemap;
uniform sampler2D u_bumpmap;
uniform sampler2D u_specularmap;
uniform sampler2D u_attenuationmap_xy;
uniform sampler2D u_attenuationmap_z;
uniform vec3 u_view_origin;
uniform vec3 u_light_origin;
uniform vec3 u_light_color;
uniform float u_bump_scale;
uniform float u_specular_exponent;
varying vec3 var_vertex;
varying vec4 var_tex_diffuse_bump;
varying vec2 var_tex_specular;
varying vec4 var_tex_atten_xy_z;
varying mat3 var_mat_os2ts;
void main()
{
// compute view direction in tangent space
vec3 V = normalize(var_mat_os2ts * (u_view_origin - var_vertex));
// compute light direction in tangent space
vec3 L = normalize(var_mat_os2ts * (u_light_origin - var_vertex));
// compute half angle in tangent space
vec3 H = normalize(L + V);
// compute normal in tangent space from bumpmap
vec3 N = 2.0 * (texture2D(u_bumpmap, var_tex_diffuse_bump.pq).xyz - 0.5);
N.z *= u_bump_scale;
N = normalize(N);
// compute the diffuse term
vec4 diffuse = texture2D(u_diffusemap, var_tex_diffuse_bump.st);
diffuse.rgb *= u_light_color * clamp(dot(N, L), 0.0, 1.0);
// compute the specular term
vec3 specular = texture2D(u_specularmap, var_tex_specular).rgb * u_light_color * pow(clamp(dot(N, H), 0.0, 1.0), u_specular_exponent);
// compute attenuation
vec3 attenuation_xy = texture2DProj(u_attenuationmap_xy, vec3(var_tex_atten_xy_z.x, var_tex_atten_xy_z.y, var_tex_atten_xy_z.w)).rgb;
vec3 attenuation_z = texture2D(u_attenuationmap_z, vec2(var_tex_atten_xy_z.z, 0)).rgb;
// compute final color
gl_FragColor.rgba = diffuse;
gl_FragColor.rgb += specular;
gl_FragColor.rgb *= attenuation_xy;
gl_FragColor.rgb *= attenuation_z;
}

View File

@@ -1,410 +0,0 @@
!!ARBvp1.0
# cgc version 1.3.0001, build date Aug 4 2004 10:01:10
# command line args: -profile arbvp1
# source file: ..\..\setup\data\tools\gl\lighting_DBS_XY_Z_arbvp1.cg
#vendor NVIDIA Corporation
#version 1.0.02
#profile arbvp1
#program main
#semantic glstate : STATE
#var float4 glstate.material.ambient : STATE.MATERIAL.AMBIENT : : -1 : 0
#var float4 glstate.material.diffuse : STATE.MATERIAL.DIFFUSE : : -1 : 0
#var float4 glstate.material.specular : STATE.MATERIAL.SPECULAR : : -1 : 0
#var float4 glstate.material.emission : STATE.MATERIAL.EMISSION : : -1 : 0
#var float4 glstate.material.shininess : STATE.MATERIAL.SHININESS : : -1 : 0
#var float4 glstate.material.front.ambient : STATE.MATERIAL.FRONT.AMBIENT : : -1 : 0
#var float4 glstate.material.front.diffuse : STATE.MATERIAL.FRONT.DIFFUSE : : -1 : 0
#var float4 glstate.material.front.specular : STATE.MATERIAL.FRONT.SPECULAR : : -1 : 0
#var float4 glstate.material.front.emission : STATE.MATERIAL.FRONT.EMISSION : : -1 : 0
#var float4 glstate.material.front.shininess : STATE.MATERIAL.FRONT.SHININESS : : -1 : 0
#var float4 glstate.material.back.ambient : STATE.MATERIAL.BACK.AMBIENT : : -1 : 0
#var float4 glstate.material.back.diffuse : STATE.MATERIAL.BACK.DIFFUSE : : -1 : 0
#var float4 glstate.material.back.specular : STATE.MATERIAL.BACK.SPECULAR : : -1 : 0
#var float4 glstate.material.back.emission : STATE.MATERIAL.BACK.EMISSION : : -1 : 0
#var float4 glstate.material.back.shininess : STATE.MATERIAL.BACK.SHININESS : : -1 : 0
#var float4 glstate.light[0].ambient : STATE.LIGHT[0].AMBIENT : : -1 : 0
#var float4 glstate.light[0].diffuse : STATE.LIGHT[0].DIFFUSE : : -1 : 0
#var float4 glstate.light[0].specular : STATE.LIGHT[0].SPECULAR : : -1 : 0
#var float4 glstate.light[0].position : STATE.LIGHT[0].POSITION : : -1 : 0
#var float4 glstate.light[0].attenuation : STATE.LIGHT[0].ATTENUATION : : -1 : 0
#var float4 glstate.light[0].spot.direction : STATE.LIGHT[0].SPOT.DIRECTION : : -1 : 0
#var float4 glstate.light[0].half : STATE.LIGHT[0].HALF : : -1 : 0
#var float4 glstate.light[1].ambient : STATE.LIGHT[1].AMBIENT : : -1 : 0
#var float4 glstate.light[1].diffuse : STATE.LIGHT[1].DIFFUSE : : -1 : 0
#var float4 glstate.light[1].specular : STATE.LIGHT[1].SPECULAR : : -1 : 0
#var float4 glstate.light[1].position : STATE.LIGHT[1].POSITION : : -1 : 0
#var float4 glstate.light[1].attenuation : STATE.LIGHT[1].ATTENUATION : : -1 : 0
#var float4 glstate.light[1].spot.direction : STATE.LIGHT[1].SPOT.DIRECTION : : -1 : 0
#var float4 glstate.light[1].half : STATE.LIGHT[1].HALF : : -1 : 0
#var float4 glstate.light[2].ambient : STATE.LIGHT[2].AMBIENT : : -1 : 0
#var float4 glstate.light[2].diffuse : STATE.LIGHT[2].DIFFUSE : : -1 : 0
#var float4 glstate.light[2].specular : STATE.LIGHT[2].SPECULAR : : -1 : 0
#var float4 glstate.light[2].position : STATE.LIGHT[2].POSITION : : -1 : 0
#var float4 glstate.light[2].attenuation : STATE.LIGHT[2].ATTENUATION : : -1 : 0
#var float4 glstate.light[2].spot.direction : STATE.LIGHT[2].SPOT.DIRECTION : : -1 : 0
#var float4 glstate.light[2].half : STATE.LIGHT[2].HALF : : -1 : 0
#var float4 glstate.light[3].ambient : STATE.LIGHT[3].AMBIENT : : -1 : 0
#var float4 glstate.light[3].diffuse : STATE.LIGHT[3].DIFFUSE : : -1 : 0
#var float4 glstate.light[3].specular : STATE.LIGHT[3].SPECULAR : : -1 : 0
#var float4 glstate.light[3].position : STATE.LIGHT[3].POSITION : : -1 : 0
#var float4 glstate.light[3].attenuation : STATE.LIGHT[3].ATTENUATION : : -1 : 0
#var float4 glstate.light[3].spot.direction : STATE.LIGHT[3].SPOT.DIRECTION : : -1 : 0
#var float4 glstate.light[3].half : STATE.LIGHT[3].HALF : : -1 : 0
#var float4 glstate.light[4].ambient : STATE.LIGHT[4].AMBIENT : : -1 : 0
#var float4 glstate.light[4].diffuse : STATE.LIGHT[4].DIFFUSE : : -1 : 0
#var float4 glstate.light[4].specular : STATE.LIGHT[4].SPECULAR : : -1 : 0
#var float4 glstate.light[4].position : STATE.LIGHT[4].POSITION : : -1 : 0
#var float4 glstate.light[4].attenuation : STATE.LIGHT[4].ATTENUATION : : -1 : 0
#var float4 glstate.light[4].spot.direction : STATE.LIGHT[4].SPOT.DIRECTION : : -1 : 0
#var float4 glstate.light[4].half : STATE.LIGHT[4].HALF : : -1 : 0
#var float4 glstate.light[5].ambient : STATE.LIGHT[5].AMBIENT : : -1 : 0
#var float4 glstate.light[5].diffuse : STATE.LIGHT[5].DIFFUSE : : -1 : 0
#var float4 glstate.light[5].specular : STATE.LIGHT[5].SPECULAR : : -1 : 0
#var float4 glstate.light[5].position : STATE.LIGHT[5].POSITION : : -1 : 0
#var float4 glstate.light[5].attenuation : STATE.LIGHT[5].ATTENUATION : : -1 : 0
#var float4 glstate.light[5].spot.direction : STATE.LIGHT[5].SPOT.DIRECTION : : -1 : 0
#var float4 glstate.light[5].half : STATE.LIGHT[5].HALF : : -1 : 0
#var float4 glstate.light[6].ambient : STATE.LIGHT[6].AMBIENT : : -1 : 0
#var float4 glstate.light[6].diffuse : STATE.LIGHT[6].DIFFUSE : : -1 : 0
#var float4 glstate.light[6].specular : STATE.LIGHT[6].SPECULAR : : -1 : 0
#var float4 glstate.light[6].position : STATE.LIGHT[6].POSITION : : -1 : 0
#var float4 glstate.light[6].attenuation : STATE.LIGHT[6].ATTENUATION : : -1 : 0
#var float4 glstate.light[6].spot.direction : STATE.LIGHT[6].SPOT.DIRECTION : : -1 : 0
#var float4 glstate.light[6].half : STATE.LIGHT[6].HALF : : -1 : 0
#var float4 glstate.light[7].ambient : STATE.LIGHT[7].AMBIENT : : -1 : 0
#var float4 glstate.light[7].diffuse : STATE.LIGHT[7].DIFFUSE : : -1 : 0
#var float4 glstate.light[7].specular : STATE.LIGHT[7].SPECULAR : : -1 : 0
#var float4 glstate.light[7].position : STATE.LIGHT[7].POSITION : : -1 : 0
#var float4 glstate.light[7].attenuation : STATE.LIGHT[7].ATTENUATION : : -1 : 0
#var float4 glstate.light[7].spot.direction : STATE.LIGHT[7].SPOT.DIRECTION : : -1 : 0
#var float4 glstate.light[7].half : STATE.LIGHT[7].HALF : : -1 : 0
#var float4 glstate.lightmodel.ambient : STATE.LIGHTMODEL.AMBIENT : : -1 : 0
#var float4 glstate.lightmodel.scenecolor : STATE.LIGHTMODEL.SCENECOLOR : : -1 : 0
#var float4 glstate.lightmodel.front.scenecolor : STATE.LIGHTMODEL.FRONT.SCENECOLOR : : -1 : 0
#var float4 glstate.lightmodel.back.scenecolor : STATE.LIGHTMODEL.BACK.SCENECOLOR : : -1 : 0
#var float4 glstate.lightprod[0].ambient : STATE.LIGHTPROD[0].AMBIENT : : -1 : 0
#var float4 glstate.lightprod[0].diffuse : STATE.LIGHTPROD[0].DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[0].specular : STATE.LIGHTPROD[0].SPECULAR : : -1 : 0
#var float4 glstate.lightprod[0].front.ambient : STATE.LIGHTPROD[0].FRONT.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[0].front.diffuse : STATE.LIGHTPROD[0].FRONT.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[0].front.specular : STATE.LIGHTPROD[0].FRONT.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[0].back.ambient : STATE.LIGHTPROD[0].BACK.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[0].back.diffuse : STATE.LIGHTPROD[0].BACK.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[0].back.specular : STATE.LIGHTPROD[0].BACK.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[1].ambient : STATE.LIGHTPROD[1].AMBIENT : : -1 : 0
#var float4 glstate.lightprod[1].diffuse : STATE.LIGHTPROD[1].DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[1].specular : STATE.LIGHTPROD[1].SPECULAR : : -1 : 0
#var float4 glstate.lightprod[1].front.ambient : STATE.LIGHTPROD[1].FRONT.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[1].front.diffuse : STATE.LIGHTPROD[1].FRONT.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[1].front.specular : STATE.LIGHTPROD[1].FRONT.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[1].back.ambient : STATE.LIGHTPROD[1].BACK.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[1].back.diffuse : STATE.LIGHTPROD[1].BACK.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[1].back.specular : STATE.LIGHTPROD[1].BACK.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[2].ambient : STATE.LIGHTPROD[2].AMBIENT : : -1 : 0
#var float4 glstate.lightprod[2].diffuse : STATE.LIGHTPROD[2].DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[2].specular : STATE.LIGHTPROD[2].SPECULAR : : -1 : 0
#var float4 glstate.lightprod[2].front.ambient : STATE.LIGHTPROD[2].FRONT.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[2].front.diffuse : STATE.LIGHTPROD[2].FRONT.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[2].front.specular : STATE.LIGHTPROD[2].FRONT.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[2].back.ambient : STATE.LIGHTPROD[2].BACK.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[2].back.diffuse : STATE.LIGHTPROD[2].BACK.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[2].back.specular : STATE.LIGHTPROD[2].BACK.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[3].ambient : STATE.LIGHTPROD[3].AMBIENT : : -1 : 0
#var float4 glstate.lightprod[3].diffuse : STATE.LIGHTPROD[3].DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[3].specular : STATE.LIGHTPROD[3].SPECULAR : : -1 : 0
#var float4 glstate.lightprod[3].front.ambient : STATE.LIGHTPROD[3].FRONT.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[3].front.diffuse : STATE.LIGHTPROD[3].FRONT.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[3].front.specular : STATE.LIGHTPROD[3].FRONT.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[3].back.ambient : STATE.LIGHTPROD[3].BACK.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[3].back.diffuse : STATE.LIGHTPROD[3].BACK.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[3].back.specular : STATE.LIGHTPROD[3].BACK.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[4].ambient : STATE.LIGHTPROD[4].AMBIENT : : -1 : 0
#var float4 glstate.lightprod[4].diffuse : STATE.LIGHTPROD[4].DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[4].specular : STATE.LIGHTPROD[4].SPECULAR : : -1 : 0
#var float4 glstate.lightprod[4].front.ambient : STATE.LIGHTPROD[4].FRONT.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[4].front.diffuse : STATE.LIGHTPROD[4].FRONT.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[4].front.specular : STATE.LIGHTPROD[4].FRONT.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[4].back.ambient : STATE.LIGHTPROD[4].BACK.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[4].back.diffuse : STATE.LIGHTPROD[4].BACK.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[4].back.specular : STATE.LIGHTPROD[4].BACK.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[5].ambient : STATE.LIGHTPROD[5].AMBIENT : : -1 : 0
#var float4 glstate.lightprod[5].diffuse : STATE.LIGHTPROD[5].DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[5].specular : STATE.LIGHTPROD[5].SPECULAR : : -1 : 0
#var float4 glstate.lightprod[5].front.ambient : STATE.LIGHTPROD[5].FRONT.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[5].front.diffuse : STATE.LIGHTPROD[5].FRONT.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[5].front.specular : STATE.LIGHTPROD[5].FRONT.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[5].back.ambient : STATE.LIGHTPROD[5].BACK.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[5].back.diffuse : STATE.LIGHTPROD[5].BACK.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[5].back.specular : STATE.LIGHTPROD[5].BACK.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[6].ambient : STATE.LIGHTPROD[6].AMBIENT : : -1 : 0
#var float4 glstate.lightprod[6].diffuse : STATE.LIGHTPROD[6].DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[6].specular : STATE.LIGHTPROD[6].SPECULAR : : -1 : 0
#var float4 glstate.lightprod[6].front.ambient : STATE.LIGHTPROD[6].FRONT.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[6].front.diffuse : STATE.LIGHTPROD[6].FRONT.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[6].front.specular : STATE.LIGHTPROD[6].FRONT.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[6].back.ambient : STATE.LIGHTPROD[6].BACK.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[6].back.diffuse : STATE.LIGHTPROD[6].BACK.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[6].back.specular : STATE.LIGHTPROD[6].BACK.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[7].ambient : STATE.LIGHTPROD[7].AMBIENT : : -1 : 0
#var float4 glstate.lightprod[7].diffuse : STATE.LIGHTPROD[7].DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[7].specular : STATE.LIGHTPROD[7].SPECULAR : : -1 : 0
#var float4 glstate.lightprod[7].front.ambient : STATE.LIGHTPROD[7].FRONT.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[7].front.diffuse : STATE.LIGHTPROD[7].FRONT.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[7].front.specular : STATE.LIGHTPROD[7].FRONT.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[7].back.ambient : STATE.LIGHTPROD[7].BACK.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[7].back.diffuse : STATE.LIGHTPROD[7].BACK.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[7].back.specular : STATE.LIGHTPROD[7].BACK.SPECULAR : : -1 : 0
#var float4 glstate.texgen[0].eye.s : STATE.TEXGEN[0].EYE.S : : -1 : 0
#var float4 glstate.texgen[0].eye.t : STATE.TEXGEN[0].EYE.T : : -1 : 0
#var float4 glstate.texgen[0].eye.r : STATE.TEXGEN[0].EYE.R : : -1 : 0
#var float4 glstate.texgen[0].eye.q : STATE.TEXGEN[0].EYE.Q : : -1 : 0
#var float4 glstate.texgen[0].object.s : STATE.TEXGEN[0].OBJECT.S : : -1 : 0
#var float4 glstate.texgen[0].object.t : STATE.TEXGEN[0].OBJECT.T : : -1 : 0
#var float4 glstate.texgen[0].object.r : STATE.TEXGEN[0].OBJECT.R : : -1 : 0
#var float4 glstate.texgen[0].object.q : STATE.TEXGEN[0].OBJECT.Q : : -1 : 0
#var float4 glstate.texgen[1].eye.s : STATE.TEXGEN[1].EYE.S : : -1 : 0
#var float4 glstate.texgen[1].eye.t : STATE.TEXGEN[1].EYE.T : : -1 : 0
#var float4 glstate.texgen[1].eye.r : STATE.TEXGEN[1].EYE.R : : -1 : 0
#var float4 glstate.texgen[1].eye.q : STATE.TEXGEN[1].EYE.Q : : -1 : 0
#var float4 glstate.texgen[1].object.s : STATE.TEXGEN[1].OBJECT.S : : -1 : 0
#var float4 glstate.texgen[1].object.t : STATE.TEXGEN[1].OBJECT.T : : -1 : 0
#var float4 glstate.texgen[1].object.r : STATE.TEXGEN[1].OBJECT.R : : -1 : 0
#var float4 glstate.texgen[1].object.q : STATE.TEXGEN[1].OBJECT.Q : : -1 : 0
#var float4 glstate.texgen[2].eye.s : STATE.TEXGEN[2].EYE.S : : -1 : 0
#var float4 glstate.texgen[2].eye.t : STATE.TEXGEN[2].EYE.T : : -1 : 0
#var float4 glstate.texgen[2].eye.r : STATE.TEXGEN[2].EYE.R : : -1 : 0
#var float4 glstate.texgen[2].eye.q : STATE.TEXGEN[2].EYE.Q : : -1 : 0
#var float4 glstate.texgen[2].object.s : STATE.TEXGEN[2].OBJECT.S : : -1 : 0
#var float4 glstate.texgen[2].object.t : STATE.TEXGEN[2].OBJECT.T : : -1 : 0
#var float4 glstate.texgen[2].object.r : STATE.TEXGEN[2].OBJECT.R : : -1 : 0
#var float4 glstate.texgen[2].object.q : STATE.TEXGEN[2].OBJECT.Q : : -1 : 0
#var float4 glstate.texgen[3].eye.s : STATE.TEXGEN[3].EYE.S : : -1 : 0
#var float4 glstate.texgen[3].eye.t : STATE.TEXGEN[3].EYE.T : : -1 : 0
#var float4 glstate.texgen[3].eye.r : STATE.TEXGEN[3].EYE.R : : -1 : 0
#var float4 glstate.texgen[3].eye.q : STATE.TEXGEN[3].EYE.Q : : -1 : 0
#var float4 glstate.texgen[3].object.s : STATE.TEXGEN[3].OBJECT.S : : -1 : 0
#var float4 glstate.texgen[3].object.t : STATE.TEXGEN[3].OBJECT.T : : -1 : 0
#var float4 glstate.texgen[3].object.r : STATE.TEXGEN[3].OBJECT.R : : -1 : 0
#var float4 glstate.texgen[3].object.q : STATE.TEXGEN[3].OBJECT.Q : : -1 : 0
#var float4 glstate.texgen[4].eye.s : STATE.TEXGEN[4].EYE.S : : -1 : 0
#var float4 glstate.texgen[4].eye.t : STATE.TEXGEN[4].EYE.T : : -1 : 0
#var float4 glstate.texgen[4].eye.r : STATE.TEXGEN[4].EYE.R : : -1 : 0
#var float4 glstate.texgen[4].eye.q : STATE.TEXGEN[4].EYE.Q : : -1 : 0
#var float4 glstate.texgen[4].object.s : STATE.TEXGEN[4].OBJECT.S : : -1 : 0
#var float4 glstate.texgen[4].object.t : STATE.TEXGEN[4].OBJECT.T : : -1 : 0
#var float4 glstate.texgen[4].object.r : STATE.TEXGEN[4].OBJECT.R : : -1 : 0
#var float4 glstate.texgen[4].object.q : STATE.TEXGEN[4].OBJECT.Q : : -1 : 0
#var float4 glstate.texgen[5].eye.s : STATE.TEXGEN[5].EYE.S : : -1 : 0
#var float4 glstate.texgen[5].eye.t : STATE.TEXGEN[5].EYE.T : : -1 : 0
#var float4 glstate.texgen[5].eye.r : STATE.TEXGEN[5].EYE.R : : -1 : 0
#var float4 glstate.texgen[5].eye.q : STATE.TEXGEN[5].EYE.Q : : -1 : 0
#var float4 glstate.texgen[5].object.s : STATE.TEXGEN[5].OBJECT.S : : -1 : 0
#var float4 glstate.texgen[5].object.t : STATE.TEXGEN[5].OBJECT.T : : -1 : 0
#var float4 glstate.texgen[5].object.r : STATE.TEXGEN[5].OBJECT.R : : -1 : 0
#var float4 glstate.texgen[5].object.q : STATE.TEXGEN[5].OBJECT.Q : : -1 : 0
#var float4 glstate.texgen[6].eye.s : STATE.TEXGEN[6].EYE.S : : -1 : 0
#var float4 glstate.texgen[6].eye.t : STATE.TEXGEN[6].EYE.T : : -1 : 0
#var float4 glstate.texgen[6].eye.r : STATE.TEXGEN[6].EYE.R : : -1 : 0
#var float4 glstate.texgen[6].eye.q : STATE.TEXGEN[6].EYE.Q : : -1 : 0
#var float4 glstate.texgen[6].object.s : STATE.TEXGEN[6].OBJECT.S : : -1 : 0
#var float4 glstate.texgen[6].object.t : STATE.TEXGEN[6].OBJECT.T : : -1 : 0
#var float4 glstate.texgen[6].object.r : STATE.TEXGEN[6].OBJECT.R : : -1 : 0
#var float4 glstate.texgen[6].object.q : STATE.TEXGEN[6].OBJECT.Q : : -1 : 0
#var float4 glstate.texgen[7].eye.s : STATE.TEXGEN[7].EYE.S : : -1 : 0
#var float4 glstate.texgen[7].eye.t : STATE.TEXGEN[7].EYE.T : : -1 : 0
#var float4 glstate.texgen[7].eye.r : STATE.TEXGEN[7].EYE.R : : -1 : 0
#var float4 glstate.texgen[7].eye.q : STATE.TEXGEN[7].EYE.Q : : -1 : 0
#var float4 glstate.texgen[7].object.s : STATE.TEXGEN[7].OBJECT.S : : -1 : 0
#var float4 glstate.texgen[7].object.t : STATE.TEXGEN[7].OBJECT.T : : -1 : 0
#var float4 glstate.texgen[7].object.r : STATE.TEXGEN[7].OBJECT.R : : -1 : 0
#var float4 glstate.texgen[7].object.q : STATE.TEXGEN[7].OBJECT.Q : : -1 : 0
#var float4 glstate.fog.color : STATE.FOG.COLOR : : -1 : 0
#var float4 glstate.fog.params : STATE.FOG.PARAMS : : -1 : 0
#var float4 glstate.clip[0].plane : STATE.CLIP[0].PLANE : : -1 : 0
#var float4 glstate.clip[1].plane : STATE.CLIP[1].PLANE : : -1 : 0
#var float4 glstate.clip[2].plane : STATE.CLIP[2].PLANE : : -1 : 0
#var float4 glstate.clip[3].plane : STATE.CLIP[3].PLANE : : -1 : 0
#var float4 glstate.clip[4].plane : STATE.CLIP[4].PLANE : : -1 : 0
#var float4 glstate.clip[5].plane : STATE.CLIP[5].PLANE : : -1 : 0
#var float4 glstate.clip[6].plane : STATE.CLIP[6].PLANE : : -1 : 0
#var float4 glstate.clip[7].plane : STATE.CLIP[7].PLANE : : -1 : 0
#var float glstate.point.size : STATE.POINT.SIZE : : -1 : 0
#var float glstate.point.attenuation : STATE.POINT.ATTENUATION : : -1 : 0
#var float4x4 glstate.matrix.modelview[0] : STATE.MATRIX.MODELVIEW[0] : , 4 : -1 : 0
#var float4x4 glstate.matrix.modelview[1] : STATE.MATRIX.MODELVIEW[1] : , 4 : -1 : 0
#var float4x4 glstate.matrix.modelview[2] : STATE.MATRIX.MODELVIEW[2] : , 4 : -1 : 0
#var float4x4 glstate.matrix.modelview[3] : STATE.MATRIX.MODELVIEW[3] : , 4 : -1 : 0
#var float4x4 glstate.matrix.modelview[4] : STATE.MATRIX.MODELVIEW[4] : , 4 : -1 : 0
#var float4x4 glstate.matrix.modelview[5] : STATE.MATRIX.MODELVIEW[5] : , 4 : -1 : 0
#var float4x4 glstate.matrix.modelview[6] : STATE.MATRIX.MODELVIEW[6] : , 4 : -1 : 0
#var float4x4 glstate.matrix.modelview[7] : STATE.MATRIX.MODELVIEW[7] : , 4 : -1 : 0
#var float4x4 glstate.matrix.projection : STATE.MATRIX.PROJECTION : , 4 : -1 : 0
#var float4x4 glstate.matrix.mvp : STATE.MATRIX.MVP : c[0], 4 : -1 : 1
#var float4x4 glstate.matrix.texture[0] : STATE.MATRIX.TEXTURE[0] : c[4], 4 : -1 : 1
#var float4x4 glstate.matrix.texture[1] : STATE.MATRIX.TEXTURE[1] : c[8], 4 : -1 : 1
#var float4x4 glstate.matrix.texture[2] : STATE.MATRIX.TEXTURE[2] : c[12], 4 : -1 : 1
#var float4x4 glstate.matrix.texture[3] : STATE.MATRIX.TEXTURE[3] : c[16], 4 : -1 : 1
#var float4x4 glstate.matrix.texture[4] : STATE.MATRIX.TEXTURE[4] : , 4 : -1 : 0
#var float4x4 glstate.matrix.texture[5] : STATE.MATRIX.TEXTURE[5] : , 4 : -1 : 0
#var float4x4 glstate.matrix.texture[6] : STATE.MATRIX.TEXTURE[6] : , 4 : -1 : 0
#var float4x4 glstate.matrix.texture[7] : STATE.MATRIX.TEXTURE[7] : , 4 : -1 : 0
#var float4x4 glstate.matrix.palette[0] : STATE.MATRIX.PALETTE[0] : , 4 : -1 : 0
#var float4x4 glstate.matrix.palette[1] : STATE.MATRIX.PALETTE[1] : , 4 : -1 : 0
#var float4x4 glstate.matrix.palette[2] : STATE.MATRIX.PALETTE[2] : , 4 : -1 : 0
#var float4x4 glstate.matrix.palette[3] : STATE.MATRIX.PALETTE[3] : , 4 : -1 : 0
#var float4x4 glstate.matrix.palette[4] : STATE.MATRIX.PALETTE[4] : , 4 : -1 : 0
#var float4x4 glstate.matrix.palette[5] : STATE.MATRIX.PALETTE[5] : , 4 : -1 : 0
#var float4x4 glstate.matrix.palette[6] : STATE.MATRIX.PALETTE[6] : , 4 : -1 : 0
#var float4x4 glstate.matrix.palette[7] : STATE.MATRIX.PALETTE[7] : , 4 : -1 : 0
#var float4x4 glstate.matrix.program[0] : STATE.MATRIX.PROGRAM[0] : , 4 : -1 : 0
#var float4x4 glstate.matrix.program[1] : STATE.MATRIX.PROGRAM[1] : , 4 : -1 : 0
#var float4x4 glstate.matrix.program[2] : STATE.MATRIX.PROGRAM[2] : , 4 : -1 : 0
#var float4x4 glstate.matrix.program[3] : STATE.MATRIX.PROGRAM[3] : , 4 : -1 : 0
#var float4x4 glstate.matrix.program[4] : STATE.MATRIX.PROGRAM[4] : , 4 : -1 : 0
#var float4x4 glstate.matrix.program[5] : STATE.MATRIX.PROGRAM[5] : , 4 : -1 : 0
#var float4x4 glstate.matrix.program[6] : STATE.MATRIX.PROGRAM[6] : , 4 : -1 : 0
#var float4x4 glstate.matrix.program[7] : STATE.MATRIX.PROGRAM[7] : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.modelview[0] : STATE.MATRIX.MODELVIEW[0].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.modelview[1] : STATE.MATRIX.MODELVIEW[1].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.modelview[2] : STATE.MATRIX.MODELVIEW[2].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.modelview[3] : STATE.MATRIX.MODELVIEW[3].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.modelview[4] : STATE.MATRIX.MODELVIEW[4].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.modelview[5] : STATE.MATRIX.MODELVIEW[5].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.modelview[6] : STATE.MATRIX.MODELVIEW[6].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.modelview[7] : STATE.MATRIX.MODELVIEW[7].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.projection : STATE.MATRIX.PROJECTION.INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.mvp : STATE.MATRIX.MVP.INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.texture[0] : STATE.MATRIX.TEXTURE[0].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.texture[1] : STATE.MATRIX.TEXTURE[1].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.texture[2] : STATE.MATRIX.TEXTURE[2].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.texture[3] : STATE.MATRIX.TEXTURE[3].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.texture[4] : STATE.MATRIX.TEXTURE[4].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.texture[5] : STATE.MATRIX.TEXTURE[5].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.texture[6] : STATE.MATRIX.TEXTURE[6].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.texture[7] : STATE.MATRIX.TEXTURE[7].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.palette[0] : STATE.MATRIX.PALETTE[0].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.palette[1] : STATE.MATRIX.PALETTE[1].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.palette[2] : STATE.MATRIX.PALETTE[2].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.palette[3] : STATE.MATRIX.PALETTE[3].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.palette[4] : STATE.MATRIX.PALETTE[4].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.palette[5] : STATE.MATRIX.PALETTE[5].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.palette[6] : STATE.MATRIX.PALETTE[6].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.palette[7] : STATE.MATRIX.PALETTE[7].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.program[0] : STATE.MATRIX.PROGRAM[0].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.program[1] : STATE.MATRIX.PROGRAM[1].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.program[2] : STATE.MATRIX.PROGRAM[2].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.program[3] : STATE.MATRIX.PROGRAM[3].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.program[4] : STATE.MATRIX.PROGRAM[4].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.program[5] : STATE.MATRIX.PROGRAM[5].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.program[6] : STATE.MATRIX.PROGRAM[6].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.program[7] : STATE.MATRIX.PROGRAM[7].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.modelview[0] : STATE.MATRIX.MODELVIEW[0].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.modelview[1] : STATE.MATRIX.MODELVIEW[1].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.modelview[2] : STATE.MATRIX.MODELVIEW[2].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.modelview[3] : STATE.MATRIX.MODELVIEW[3].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.modelview[4] : STATE.MATRIX.MODELVIEW[4].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.modelview[5] : STATE.MATRIX.MODELVIEW[5].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.modelview[6] : STATE.MATRIX.MODELVIEW[6].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.modelview[7] : STATE.MATRIX.MODELVIEW[7].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.projection : STATE.MATRIX.PROJECTION.TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.mvp : STATE.MATRIX.MVP.TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.texture[0] : STATE.MATRIX.TEXTURE[0].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.texture[1] : STATE.MATRIX.TEXTURE[1].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.texture[2] : STATE.MATRIX.TEXTURE[2].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.texture[3] : STATE.MATRIX.TEXTURE[3].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.texture[4] : STATE.MATRIX.TEXTURE[4].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.texture[5] : STATE.MATRIX.TEXTURE[5].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.texture[6] : STATE.MATRIX.TEXTURE[6].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.texture[7] : STATE.MATRIX.TEXTURE[7].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.palette[0] : STATE.MATRIX.PALETTE[0].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.palette[1] : STATE.MATRIX.PALETTE[1].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.palette[2] : STATE.MATRIX.PALETTE[2].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.palette[3] : STATE.MATRIX.PALETTE[3].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.palette[4] : STATE.MATRIX.PALETTE[4].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.palette[5] : STATE.MATRIX.PALETTE[5].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.palette[6] : STATE.MATRIX.PALETTE[6].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.palette[7] : STATE.MATRIX.PALETTE[7].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.program[0] : STATE.MATRIX.PROGRAM[0].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.program[1] : STATE.MATRIX.PROGRAM[1].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.program[2] : STATE.MATRIX.PROGRAM[2].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.program[3] : STATE.MATRIX.PROGRAM[3].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.program[4] : STATE.MATRIX.PROGRAM[4].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.program[5] : STATE.MATRIX.PROGRAM[5].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.program[6] : STATE.MATRIX.PROGRAM[6].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.program[7] : STATE.MATRIX.PROGRAM[7].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.modelview[0] : STATE.MATRIX.MODELVIEW[0].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.modelview[1] : STATE.MATRIX.MODELVIEW[1].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.modelview[2] : STATE.MATRIX.MODELVIEW[2].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.modelview[3] : STATE.MATRIX.MODELVIEW[3].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.modelview[4] : STATE.MATRIX.MODELVIEW[4].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.modelview[5] : STATE.MATRIX.MODELVIEW[5].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.modelview[6] : STATE.MATRIX.MODELVIEW[6].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.modelview[7] : STATE.MATRIX.MODELVIEW[7].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.projection : STATE.MATRIX.PROJECTION.INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.mvp : STATE.MATRIX.MVP.INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.texture[0] : STATE.MATRIX.TEXTURE[0].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.texture[1] : STATE.MATRIX.TEXTURE[1].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.texture[2] : STATE.MATRIX.TEXTURE[2].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.texture[3] : STATE.MATRIX.TEXTURE[3].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.texture[4] : STATE.MATRIX.TEXTURE[4].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.texture[5] : STATE.MATRIX.TEXTURE[5].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.texture[6] : STATE.MATRIX.TEXTURE[6].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.texture[7] : STATE.MATRIX.TEXTURE[7].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.palette[0] : STATE.MATRIX.PALETTE[0].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.palette[1] : STATE.MATRIX.PALETTE[1].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.palette[2] : STATE.MATRIX.PALETTE[2].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.palette[3] : STATE.MATRIX.PALETTE[3].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.palette[4] : STATE.MATRIX.PALETTE[4].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.palette[5] : STATE.MATRIX.PALETTE[5].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.palette[6] : STATE.MATRIX.PALETTE[6].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.palette[7] : STATE.MATRIX.PALETTE[7].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.program[0] : STATE.MATRIX.PROGRAM[0].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.program[1] : STATE.MATRIX.PROGRAM[1].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.program[2] : STATE.MATRIX.PROGRAM[2].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.program[3] : STATE.MATRIX.PROGRAM[3].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.program[4] : STATE.MATRIX.PROGRAM[4].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.program[5] : STATE.MATRIX.PROGRAM[5].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.program[6] : STATE.MATRIX.PROGRAM[6].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.program[7] : STATE.MATRIX.PROGRAM[7].INVTRANS : , 4 : -1 : 0
#var float4 IN.position : $vin.POSITION : POSITION : 0 : 1
#var float4 IN.tex0 : $vin.ATTR8 : ATTR8 : 0 : 1
#var float3 IN.tangent : $vin.ATTR9 : ATTR9 : 0 : 1
#var float3 IN.binormal : $vin.ATTR10 : ATTR10 : 0 : 1
#var float3 IN.normal : $vin.ATTR11 : ATTR11 : 0 : 1
#var float4 main.hposition : $vout.HPOS : HPOS : -1 : 1
#var float4 main.position : $vout.TEX0 : TEX0 : -1 : 1
#var float4 main.tex_diffuse_bump : $vout.TEX1 : TEX1 : -1 : 1
#var float4 main.tex_specular : $vout.TEX2 : TEX2 : -1 : 1
#var float4 main.tex_atten_xy_z : $vout.TEX3 : TEX3 : -1 : 1
#var float3 main.tangent : $vout.TEX4 : TEX4 : -1 : 1
#var float3 main.binormal : $vout.TEX5 : TEX5 : -1 : 1
#var float3 main.normal : $vout.TEX6 : TEX6 : -1 : 1
PARAM c[20] = { state.matrix.mvp,
state.matrix.texture[0],
state.matrix.texture[1],
state.matrix.texture[2],
state.matrix.texture[3] };
TEMP R0;
DP4 result.position.w, vertex.position, c[3];
DP4 result.position.z, vertex.position, c[2];
DP4 result.position.y, vertex.position, c[1];
DP4 result.position.x, vertex.position, c[0];
DP4 R0.y, vertex.attrib[8], c[9];
DP4 R0.x, vertex.attrib[8], c[8];
MOV result.texcoord[0], vertex.position;
MOV result.texcoord[1].zw, R0.xyxy;
DP4 result.texcoord[1].y, vertex.attrib[8], c[5];
DP4 result.texcoord[1].x, vertex.attrib[8], c[4];
DP4 result.texcoord[2].w, vertex.attrib[8], c[15];
DP4 result.texcoord[2].z, vertex.attrib[8], c[14];
DP4 result.texcoord[2].y, vertex.attrib[8], c[13];
DP4 result.texcoord[2].x, vertex.attrib[8], c[12];
DP4 result.texcoord[3].w, vertex.position, c[19];
DP4 result.texcoord[3].z, vertex.position, c[18];
DP4 result.texcoord[3].y, vertex.position, c[17];
DP4 result.texcoord[3].x, vertex.position, c[16];
MOV result.texcoord[4].xyz, vertex.attrib[9];
MOV result.texcoord[5].xyz, vertex.attrib[10];
MOV result.texcoord[6].xyz, vertex.attrib[11];
END
# 21 instructions, 1 R-regs

View File

@@ -1,58 +0,0 @@
/// ============================================================================
/*
Copyright (C) 2004 Robert Beckebans <trebor_7@users.sourceforge.net>
Please see the file "CONTRIBUTORS" for a list of contributors
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/// ============================================================================
attribute vec4 attr_TexCoord0;
attribute vec3 attr_Tangent;
attribute vec3 attr_Binormal;
varying vec3 var_vertex;
varying vec4 var_tex_diffuse_bump;
varying vec2 var_tex_specular;
varying vec4 var_tex_atten_xy_z;
varying mat3 var_mat_os2ts;
void main()
{
// transform vertex position into homogenous clip-space
gl_Position = ftransform();
// assign position in object space
var_vertex = gl_Vertex.xyz;
// transform texcoords into diffusemap texture space
var_tex_diffuse_bump.st = (gl_TextureMatrix[0] * attr_TexCoord0).st;
// transform texcoords into bumpmap texture space
var_tex_diffuse_bump.pq = (gl_TextureMatrix[1] * attr_TexCoord0).st;
// transform texcoords into specularmap texture space
var_tex_specular = (gl_TextureMatrix[2] * attr_TexCoord0).st;
// calc light xy,z attenuation in light space
var_tex_atten_xy_z = gl_TextureMatrix[3] * gl_Vertex;
// construct object-space-to-tangent-space 3x3 matrix
var_mat_os2ts = mat3( attr_Tangent.x, attr_Binormal.x, gl_Normal.x,
attr_Tangent.y, attr_Binormal.y, gl_Normal.y,
attr_Tangent.z, attr_Binormal.z, gl_Normal.z );
}

View File

@@ -1,36 +0,0 @@
/// ============================================================================
/*
Copyright (C) 2004 Robert Beckebans <trebor_7@users.sourceforge.net>
Please see the file "AUTHORS" for a list of contributors
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/// ============================================================================
// fresnel approximation
float fast_fresnel(float3 I, float3 N, float3 fresnel_values)
{
float power = fresnel_values.x;
float scale = fresnel_values.y;
float bias = fresnel_values.z;
return bias + pow(1.0 - dot(I, N), power) * scale;
}
float3 CG_Expand(float3 v)
{
return (v - 0.5) * 2; // expand a range-compressed vector
}

View File

@@ -1,47 +0,0 @@
/// ============================================================================
/*
Copyright (C) 2003 Robert Beckebans <trebor_7@users.sourceforge.net>
Copyright (C) 2003, 2004 contributors of the XreaL project
Please see the file "AUTHORS" for a list of contributors
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/// ============================================================================
struct cg_vertex2fragment
{
float4 position : POSITION;
float4 tex0 : TEXCOORD0;
};
struct cg_fragment2final
{
float4 color : COLOR;
};
cg_fragment2final main(in cg_vertex2fragment IN,
uniform sampler2D colormap)
{
cg_fragment2final OUT;
OUT.color.w = tex2D(colormap, IN.tex0.xy).a;
OUT.color.xyz = 0;
return OUT;
}

View File

@@ -1,49 +0,0 @@
/// ============================================================================
/*
Copyright (C) 2003 Robert Beckebans <trebor_7@users.sourceforge.net>
Copyright (C) 2003, 2004 contributors of the XreaL project
Please see the file "AUTHORS" for a list of contributors
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/// ============================================================================
struct cg_app2vertex
{
float4 position : ATTR0;
float4 texcoord0 : ATTR8;
};
struct cg_vertex2fragment
{
float4 position : POSITION;
float4 tex0 : TEXCOORD0;
};
cg_vertex2fragment main(cg_app2vertex IN)
{
cg_vertex2fragment OUT;
// transform vertex position into homogenous clip-space
OUT.position = mul(glstate.matrix.mvp, IN.position);
// transform texcoords into 1st texture space
OUT.tex0 = mul(glstate.matrix.texture[0], IN.texcoord0);
return OUT;
}

View File

@@ -1,19 +0,0 @@
!!ARBfp1.0
# cgc version 1.3.0001, build date Aug 4 2004 10:01:10
# command line args: -profile arbfp1
# source file: ..\..\setup\data\tools\gl\zfill_arbfp1.cg
#vendor NVIDIA Corporation
#version 1.0.02
#profile arbfp1
#program main
#semantic main.colormap
#var float4 IN.position : : : 0 : 0
#var float4 IN.tex0 : $vin.TEX0 : TEX0 : 0 : 1
#var sampler2D colormap : : texunit 0 : 1 : 1
#var float4 main.color : $vout.COL : COL : -1 : 1
#const c[0] = 0
PARAM c[1] = { { 0 } };
MOV result.color.xyz, c[0].x;
TEX result.color.w, fragment.texcoord[0], texture[0], 2D;
END
# 2 instructions, 0 R-regs

View File

@@ -1,29 +0,0 @@
/// ============================================================================
/*
Copyright (C) 2004 Robert Beckebans <trebor_7@users.sourceforge.net>
Please see the file "CONTRIBUTORS" for a list of contributors
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/// ============================================================================
uniform sampler2D u_colormap;
void main()
{
gl_FragColor.a = texture2D(u_colormap, gl_TexCoord[0].st).a;
gl_FragColor.rgb = vec3(0.0, 0.0, 0.0);
}

View File

@@ -1,384 +0,0 @@
!!ARBvp1.0
# cgc version 1.3.0001, build date Aug 4 2004 10:01:10
# command line args: -profile arbvp1
# source file: ..\..\setup\data\tools\gl\zfill_arbvp1.cg
#vendor NVIDIA Corporation
#version 1.0.02
#profile arbvp1
#program main
#semantic glstate : STATE
#var float4 glstate.material.ambient : STATE.MATERIAL.AMBIENT : : -1 : 0
#var float4 glstate.material.diffuse : STATE.MATERIAL.DIFFUSE : : -1 : 0
#var float4 glstate.material.specular : STATE.MATERIAL.SPECULAR : : -1 : 0
#var float4 glstate.material.emission : STATE.MATERIAL.EMISSION : : -1 : 0
#var float4 glstate.material.shininess : STATE.MATERIAL.SHININESS : : -1 : 0
#var float4 glstate.material.front.ambient : STATE.MATERIAL.FRONT.AMBIENT : : -1 : 0
#var float4 glstate.material.front.diffuse : STATE.MATERIAL.FRONT.DIFFUSE : : -1 : 0
#var float4 glstate.material.front.specular : STATE.MATERIAL.FRONT.SPECULAR : : -1 : 0
#var float4 glstate.material.front.emission : STATE.MATERIAL.FRONT.EMISSION : : -1 : 0
#var float4 glstate.material.front.shininess : STATE.MATERIAL.FRONT.SHININESS : : -1 : 0
#var float4 glstate.material.back.ambient : STATE.MATERIAL.BACK.AMBIENT : : -1 : 0
#var float4 glstate.material.back.diffuse : STATE.MATERIAL.BACK.DIFFUSE : : -1 : 0
#var float4 glstate.material.back.specular : STATE.MATERIAL.BACK.SPECULAR : : -1 : 0
#var float4 glstate.material.back.emission : STATE.MATERIAL.BACK.EMISSION : : -1 : 0
#var float4 glstate.material.back.shininess : STATE.MATERIAL.BACK.SHININESS : : -1 : 0
#var float4 glstate.light[0].ambient : STATE.LIGHT[0].AMBIENT : : -1 : 0
#var float4 glstate.light[0].diffuse : STATE.LIGHT[0].DIFFUSE : : -1 : 0
#var float4 glstate.light[0].specular : STATE.LIGHT[0].SPECULAR : : -1 : 0
#var float4 glstate.light[0].position : STATE.LIGHT[0].POSITION : : -1 : 0
#var float4 glstate.light[0].attenuation : STATE.LIGHT[0].ATTENUATION : : -1 : 0
#var float4 glstate.light[0].spot.direction : STATE.LIGHT[0].SPOT.DIRECTION : : -1 : 0
#var float4 glstate.light[0].half : STATE.LIGHT[0].HALF : : -1 : 0
#var float4 glstate.light[1].ambient : STATE.LIGHT[1].AMBIENT : : -1 : 0
#var float4 glstate.light[1].diffuse : STATE.LIGHT[1].DIFFUSE : : -1 : 0
#var float4 glstate.light[1].specular : STATE.LIGHT[1].SPECULAR : : -1 : 0
#var float4 glstate.light[1].position : STATE.LIGHT[1].POSITION : : -1 : 0
#var float4 glstate.light[1].attenuation : STATE.LIGHT[1].ATTENUATION : : -1 : 0
#var float4 glstate.light[1].spot.direction : STATE.LIGHT[1].SPOT.DIRECTION : : -1 : 0
#var float4 glstate.light[1].half : STATE.LIGHT[1].HALF : : -1 : 0
#var float4 glstate.light[2].ambient : STATE.LIGHT[2].AMBIENT : : -1 : 0
#var float4 glstate.light[2].diffuse : STATE.LIGHT[2].DIFFUSE : : -1 : 0
#var float4 glstate.light[2].specular : STATE.LIGHT[2].SPECULAR : : -1 : 0
#var float4 glstate.light[2].position : STATE.LIGHT[2].POSITION : : -1 : 0
#var float4 glstate.light[2].attenuation : STATE.LIGHT[2].ATTENUATION : : -1 : 0
#var float4 glstate.light[2].spot.direction : STATE.LIGHT[2].SPOT.DIRECTION : : -1 : 0
#var float4 glstate.light[2].half : STATE.LIGHT[2].HALF : : -1 : 0
#var float4 glstate.light[3].ambient : STATE.LIGHT[3].AMBIENT : : -1 : 0
#var float4 glstate.light[3].diffuse : STATE.LIGHT[3].DIFFUSE : : -1 : 0
#var float4 glstate.light[3].specular : STATE.LIGHT[3].SPECULAR : : -1 : 0
#var float4 glstate.light[3].position : STATE.LIGHT[3].POSITION : : -1 : 0
#var float4 glstate.light[3].attenuation : STATE.LIGHT[3].ATTENUATION : : -1 : 0
#var float4 glstate.light[3].spot.direction : STATE.LIGHT[3].SPOT.DIRECTION : : -1 : 0
#var float4 glstate.light[3].half : STATE.LIGHT[3].HALF : : -1 : 0
#var float4 glstate.light[4].ambient : STATE.LIGHT[4].AMBIENT : : -1 : 0
#var float4 glstate.light[4].diffuse : STATE.LIGHT[4].DIFFUSE : : -1 : 0
#var float4 glstate.light[4].specular : STATE.LIGHT[4].SPECULAR : : -1 : 0
#var float4 glstate.light[4].position : STATE.LIGHT[4].POSITION : : -1 : 0
#var float4 glstate.light[4].attenuation : STATE.LIGHT[4].ATTENUATION : : -1 : 0
#var float4 glstate.light[4].spot.direction : STATE.LIGHT[4].SPOT.DIRECTION : : -1 : 0
#var float4 glstate.light[4].half : STATE.LIGHT[4].HALF : : -1 : 0
#var float4 glstate.light[5].ambient : STATE.LIGHT[5].AMBIENT : : -1 : 0
#var float4 glstate.light[5].diffuse : STATE.LIGHT[5].DIFFUSE : : -1 : 0
#var float4 glstate.light[5].specular : STATE.LIGHT[5].SPECULAR : : -1 : 0
#var float4 glstate.light[5].position : STATE.LIGHT[5].POSITION : : -1 : 0
#var float4 glstate.light[5].attenuation : STATE.LIGHT[5].ATTENUATION : : -1 : 0
#var float4 glstate.light[5].spot.direction : STATE.LIGHT[5].SPOT.DIRECTION : : -1 : 0
#var float4 glstate.light[5].half : STATE.LIGHT[5].HALF : : -1 : 0
#var float4 glstate.light[6].ambient : STATE.LIGHT[6].AMBIENT : : -1 : 0
#var float4 glstate.light[6].diffuse : STATE.LIGHT[6].DIFFUSE : : -1 : 0
#var float4 glstate.light[6].specular : STATE.LIGHT[6].SPECULAR : : -1 : 0
#var float4 glstate.light[6].position : STATE.LIGHT[6].POSITION : : -1 : 0
#var float4 glstate.light[6].attenuation : STATE.LIGHT[6].ATTENUATION : : -1 : 0
#var float4 glstate.light[6].spot.direction : STATE.LIGHT[6].SPOT.DIRECTION : : -1 : 0
#var float4 glstate.light[6].half : STATE.LIGHT[6].HALF : : -1 : 0
#var float4 glstate.light[7].ambient : STATE.LIGHT[7].AMBIENT : : -1 : 0
#var float4 glstate.light[7].diffuse : STATE.LIGHT[7].DIFFUSE : : -1 : 0
#var float4 glstate.light[7].specular : STATE.LIGHT[7].SPECULAR : : -1 : 0
#var float4 glstate.light[7].position : STATE.LIGHT[7].POSITION : : -1 : 0
#var float4 glstate.light[7].attenuation : STATE.LIGHT[7].ATTENUATION : : -1 : 0
#var float4 glstate.light[7].spot.direction : STATE.LIGHT[7].SPOT.DIRECTION : : -1 : 0
#var float4 glstate.light[7].half : STATE.LIGHT[7].HALF : : -1 : 0
#var float4 glstate.lightmodel.ambient : STATE.LIGHTMODEL.AMBIENT : : -1 : 0
#var float4 glstate.lightmodel.scenecolor : STATE.LIGHTMODEL.SCENECOLOR : : -1 : 0
#var float4 glstate.lightmodel.front.scenecolor : STATE.LIGHTMODEL.FRONT.SCENECOLOR : : -1 : 0
#var float4 glstate.lightmodel.back.scenecolor : STATE.LIGHTMODEL.BACK.SCENECOLOR : : -1 : 0
#var float4 glstate.lightprod[0].ambient : STATE.LIGHTPROD[0].AMBIENT : : -1 : 0
#var float4 glstate.lightprod[0].diffuse : STATE.LIGHTPROD[0].DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[0].specular : STATE.LIGHTPROD[0].SPECULAR : : -1 : 0
#var float4 glstate.lightprod[0].front.ambient : STATE.LIGHTPROD[0].FRONT.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[0].front.diffuse : STATE.LIGHTPROD[0].FRONT.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[0].front.specular : STATE.LIGHTPROD[0].FRONT.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[0].back.ambient : STATE.LIGHTPROD[0].BACK.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[0].back.diffuse : STATE.LIGHTPROD[0].BACK.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[0].back.specular : STATE.LIGHTPROD[0].BACK.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[1].ambient : STATE.LIGHTPROD[1].AMBIENT : : -1 : 0
#var float4 glstate.lightprod[1].diffuse : STATE.LIGHTPROD[1].DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[1].specular : STATE.LIGHTPROD[1].SPECULAR : : -1 : 0
#var float4 glstate.lightprod[1].front.ambient : STATE.LIGHTPROD[1].FRONT.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[1].front.diffuse : STATE.LIGHTPROD[1].FRONT.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[1].front.specular : STATE.LIGHTPROD[1].FRONT.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[1].back.ambient : STATE.LIGHTPROD[1].BACK.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[1].back.diffuse : STATE.LIGHTPROD[1].BACK.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[1].back.specular : STATE.LIGHTPROD[1].BACK.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[2].ambient : STATE.LIGHTPROD[2].AMBIENT : : -1 : 0
#var float4 glstate.lightprod[2].diffuse : STATE.LIGHTPROD[2].DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[2].specular : STATE.LIGHTPROD[2].SPECULAR : : -1 : 0
#var float4 glstate.lightprod[2].front.ambient : STATE.LIGHTPROD[2].FRONT.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[2].front.diffuse : STATE.LIGHTPROD[2].FRONT.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[2].front.specular : STATE.LIGHTPROD[2].FRONT.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[2].back.ambient : STATE.LIGHTPROD[2].BACK.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[2].back.diffuse : STATE.LIGHTPROD[2].BACK.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[2].back.specular : STATE.LIGHTPROD[2].BACK.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[3].ambient : STATE.LIGHTPROD[3].AMBIENT : : -1 : 0
#var float4 glstate.lightprod[3].diffuse : STATE.LIGHTPROD[3].DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[3].specular : STATE.LIGHTPROD[3].SPECULAR : : -1 : 0
#var float4 glstate.lightprod[3].front.ambient : STATE.LIGHTPROD[3].FRONT.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[3].front.diffuse : STATE.LIGHTPROD[3].FRONT.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[3].front.specular : STATE.LIGHTPROD[3].FRONT.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[3].back.ambient : STATE.LIGHTPROD[3].BACK.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[3].back.diffuse : STATE.LIGHTPROD[3].BACK.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[3].back.specular : STATE.LIGHTPROD[3].BACK.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[4].ambient : STATE.LIGHTPROD[4].AMBIENT : : -1 : 0
#var float4 glstate.lightprod[4].diffuse : STATE.LIGHTPROD[4].DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[4].specular : STATE.LIGHTPROD[4].SPECULAR : : -1 : 0
#var float4 glstate.lightprod[4].front.ambient : STATE.LIGHTPROD[4].FRONT.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[4].front.diffuse : STATE.LIGHTPROD[4].FRONT.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[4].front.specular : STATE.LIGHTPROD[4].FRONT.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[4].back.ambient : STATE.LIGHTPROD[4].BACK.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[4].back.diffuse : STATE.LIGHTPROD[4].BACK.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[4].back.specular : STATE.LIGHTPROD[4].BACK.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[5].ambient : STATE.LIGHTPROD[5].AMBIENT : : -1 : 0
#var float4 glstate.lightprod[5].diffuse : STATE.LIGHTPROD[5].DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[5].specular : STATE.LIGHTPROD[5].SPECULAR : : -1 : 0
#var float4 glstate.lightprod[5].front.ambient : STATE.LIGHTPROD[5].FRONT.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[5].front.diffuse : STATE.LIGHTPROD[5].FRONT.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[5].front.specular : STATE.LIGHTPROD[5].FRONT.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[5].back.ambient : STATE.LIGHTPROD[5].BACK.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[5].back.diffuse : STATE.LIGHTPROD[5].BACK.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[5].back.specular : STATE.LIGHTPROD[5].BACK.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[6].ambient : STATE.LIGHTPROD[6].AMBIENT : : -1 : 0
#var float4 glstate.lightprod[6].diffuse : STATE.LIGHTPROD[6].DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[6].specular : STATE.LIGHTPROD[6].SPECULAR : : -1 : 0
#var float4 glstate.lightprod[6].front.ambient : STATE.LIGHTPROD[6].FRONT.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[6].front.diffuse : STATE.LIGHTPROD[6].FRONT.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[6].front.specular : STATE.LIGHTPROD[6].FRONT.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[6].back.ambient : STATE.LIGHTPROD[6].BACK.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[6].back.diffuse : STATE.LIGHTPROD[6].BACK.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[6].back.specular : STATE.LIGHTPROD[6].BACK.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[7].ambient : STATE.LIGHTPROD[7].AMBIENT : : -1 : 0
#var float4 glstate.lightprod[7].diffuse : STATE.LIGHTPROD[7].DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[7].specular : STATE.LIGHTPROD[7].SPECULAR : : -1 : 0
#var float4 glstate.lightprod[7].front.ambient : STATE.LIGHTPROD[7].FRONT.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[7].front.diffuse : STATE.LIGHTPROD[7].FRONT.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[7].front.specular : STATE.LIGHTPROD[7].FRONT.SPECULAR : : -1 : 0
#var float4 glstate.lightprod[7].back.ambient : STATE.LIGHTPROD[7].BACK.AMBIENT : : -1 : 0
#var float4 glstate.lightprod[7].back.diffuse : STATE.LIGHTPROD[7].BACK.DIFFUSE : : -1 : 0
#var float4 glstate.lightprod[7].back.specular : STATE.LIGHTPROD[7].BACK.SPECULAR : : -1 : 0
#var float4 glstate.texgen[0].eye.s : STATE.TEXGEN[0].EYE.S : : -1 : 0
#var float4 glstate.texgen[0].eye.t : STATE.TEXGEN[0].EYE.T : : -1 : 0
#var float4 glstate.texgen[0].eye.r : STATE.TEXGEN[0].EYE.R : : -1 : 0
#var float4 glstate.texgen[0].eye.q : STATE.TEXGEN[0].EYE.Q : : -1 : 0
#var float4 glstate.texgen[0].object.s : STATE.TEXGEN[0].OBJECT.S : : -1 : 0
#var float4 glstate.texgen[0].object.t : STATE.TEXGEN[0].OBJECT.T : : -1 : 0
#var float4 glstate.texgen[0].object.r : STATE.TEXGEN[0].OBJECT.R : : -1 : 0
#var float4 glstate.texgen[0].object.q : STATE.TEXGEN[0].OBJECT.Q : : -1 : 0
#var float4 glstate.texgen[1].eye.s : STATE.TEXGEN[1].EYE.S : : -1 : 0
#var float4 glstate.texgen[1].eye.t : STATE.TEXGEN[1].EYE.T : : -1 : 0
#var float4 glstate.texgen[1].eye.r : STATE.TEXGEN[1].EYE.R : : -1 : 0
#var float4 glstate.texgen[1].eye.q : STATE.TEXGEN[1].EYE.Q : : -1 : 0
#var float4 glstate.texgen[1].object.s : STATE.TEXGEN[1].OBJECT.S : : -1 : 0
#var float4 glstate.texgen[1].object.t : STATE.TEXGEN[1].OBJECT.T : : -1 : 0
#var float4 glstate.texgen[1].object.r : STATE.TEXGEN[1].OBJECT.R : : -1 : 0
#var float4 glstate.texgen[1].object.q : STATE.TEXGEN[1].OBJECT.Q : : -1 : 0
#var float4 glstate.texgen[2].eye.s : STATE.TEXGEN[2].EYE.S : : -1 : 0
#var float4 glstate.texgen[2].eye.t : STATE.TEXGEN[2].EYE.T : : -1 : 0
#var float4 glstate.texgen[2].eye.r : STATE.TEXGEN[2].EYE.R : : -1 : 0
#var float4 glstate.texgen[2].eye.q : STATE.TEXGEN[2].EYE.Q : : -1 : 0
#var float4 glstate.texgen[2].object.s : STATE.TEXGEN[2].OBJECT.S : : -1 : 0
#var float4 glstate.texgen[2].object.t : STATE.TEXGEN[2].OBJECT.T : : -1 : 0
#var float4 glstate.texgen[2].object.r : STATE.TEXGEN[2].OBJECT.R : : -1 : 0
#var float4 glstate.texgen[2].object.q : STATE.TEXGEN[2].OBJECT.Q : : -1 : 0
#var float4 glstate.texgen[3].eye.s : STATE.TEXGEN[3].EYE.S : : -1 : 0
#var float4 glstate.texgen[3].eye.t : STATE.TEXGEN[3].EYE.T : : -1 : 0
#var float4 glstate.texgen[3].eye.r : STATE.TEXGEN[3].EYE.R : : -1 : 0
#var float4 glstate.texgen[3].eye.q : STATE.TEXGEN[3].EYE.Q : : -1 : 0
#var float4 glstate.texgen[3].object.s : STATE.TEXGEN[3].OBJECT.S : : -1 : 0
#var float4 glstate.texgen[3].object.t : STATE.TEXGEN[3].OBJECT.T : : -1 : 0
#var float4 glstate.texgen[3].object.r : STATE.TEXGEN[3].OBJECT.R : : -1 : 0
#var float4 glstate.texgen[3].object.q : STATE.TEXGEN[3].OBJECT.Q : : -1 : 0
#var float4 glstate.texgen[4].eye.s : STATE.TEXGEN[4].EYE.S : : -1 : 0
#var float4 glstate.texgen[4].eye.t : STATE.TEXGEN[4].EYE.T : : -1 : 0
#var float4 glstate.texgen[4].eye.r : STATE.TEXGEN[4].EYE.R : : -1 : 0
#var float4 glstate.texgen[4].eye.q : STATE.TEXGEN[4].EYE.Q : : -1 : 0
#var float4 glstate.texgen[4].object.s : STATE.TEXGEN[4].OBJECT.S : : -1 : 0
#var float4 glstate.texgen[4].object.t : STATE.TEXGEN[4].OBJECT.T : : -1 : 0
#var float4 glstate.texgen[4].object.r : STATE.TEXGEN[4].OBJECT.R : : -1 : 0
#var float4 glstate.texgen[4].object.q : STATE.TEXGEN[4].OBJECT.Q : : -1 : 0
#var float4 glstate.texgen[5].eye.s : STATE.TEXGEN[5].EYE.S : : -1 : 0
#var float4 glstate.texgen[5].eye.t : STATE.TEXGEN[5].EYE.T : : -1 : 0
#var float4 glstate.texgen[5].eye.r : STATE.TEXGEN[5].EYE.R : : -1 : 0
#var float4 glstate.texgen[5].eye.q : STATE.TEXGEN[5].EYE.Q : : -1 : 0
#var float4 glstate.texgen[5].object.s : STATE.TEXGEN[5].OBJECT.S : : -1 : 0
#var float4 glstate.texgen[5].object.t : STATE.TEXGEN[5].OBJECT.T : : -1 : 0
#var float4 glstate.texgen[5].object.r : STATE.TEXGEN[5].OBJECT.R : : -1 : 0
#var float4 glstate.texgen[5].object.q : STATE.TEXGEN[5].OBJECT.Q : : -1 : 0
#var float4 glstate.texgen[6].eye.s : STATE.TEXGEN[6].EYE.S : : -1 : 0
#var float4 glstate.texgen[6].eye.t : STATE.TEXGEN[6].EYE.T : : -1 : 0
#var float4 glstate.texgen[6].eye.r : STATE.TEXGEN[6].EYE.R : : -1 : 0
#var float4 glstate.texgen[6].eye.q : STATE.TEXGEN[6].EYE.Q : : -1 : 0
#var float4 glstate.texgen[6].object.s : STATE.TEXGEN[6].OBJECT.S : : -1 : 0
#var float4 glstate.texgen[6].object.t : STATE.TEXGEN[6].OBJECT.T : : -1 : 0
#var float4 glstate.texgen[6].object.r : STATE.TEXGEN[6].OBJECT.R : : -1 : 0
#var float4 glstate.texgen[6].object.q : STATE.TEXGEN[6].OBJECT.Q : : -1 : 0
#var float4 glstate.texgen[7].eye.s : STATE.TEXGEN[7].EYE.S : : -1 : 0
#var float4 glstate.texgen[7].eye.t : STATE.TEXGEN[7].EYE.T : : -1 : 0
#var float4 glstate.texgen[7].eye.r : STATE.TEXGEN[7].EYE.R : : -1 : 0
#var float4 glstate.texgen[7].eye.q : STATE.TEXGEN[7].EYE.Q : : -1 : 0
#var float4 glstate.texgen[7].object.s : STATE.TEXGEN[7].OBJECT.S : : -1 : 0
#var float4 glstate.texgen[7].object.t : STATE.TEXGEN[7].OBJECT.T : : -1 : 0
#var float4 glstate.texgen[7].object.r : STATE.TEXGEN[7].OBJECT.R : : -1 : 0
#var float4 glstate.texgen[7].object.q : STATE.TEXGEN[7].OBJECT.Q : : -1 : 0
#var float4 glstate.fog.color : STATE.FOG.COLOR : : -1 : 0
#var float4 glstate.fog.params : STATE.FOG.PARAMS : : -1 : 0
#var float4 glstate.clip[0].plane : STATE.CLIP[0].PLANE : : -1 : 0
#var float4 glstate.clip[1].plane : STATE.CLIP[1].PLANE : : -1 : 0
#var float4 glstate.clip[2].plane : STATE.CLIP[2].PLANE : : -1 : 0
#var float4 glstate.clip[3].plane : STATE.CLIP[3].PLANE : : -1 : 0
#var float4 glstate.clip[4].plane : STATE.CLIP[4].PLANE : : -1 : 0
#var float4 glstate.clip[5].plane : STATE.CLIP[5].PLANE : : -1 : 0
#var float4 glstate.clip[6].plane : STATE.CLIP[6].PLANE : : -1 : 0
#var float4 glstate.clip[7].plane : STATE.CLIP[7].PLANE : : -1 : 0
#var float glstate.point.size : STATE.POINT.SIZE : : -1 : 0
#var float glstate.point.attenuation : STATE.POINT.ATTENUATION : : -1 : 0
#var float4x4 glstate.matrix.modelview[0] : STATE.MATRIX.MODELVIEW[0] : , 4 : -1 : 0
#var float4x4 glstate.matrix.modelview[1] : STATE.MATRIX.MODELVIEW[1] : , 4 : -1 : 0
#var float4x4 glstate.matrix.modelview[2] : STATE.MATRIX.MODELVIEW[2] : , 4 : -1 : 0
#var float4x4 glstate.matrix.modelview[3] : STATE.MATRIX.MODELVIEW[3] : , 4 : -1 : 0
#var float4x4 glstate.matrix.modelview[4] : STATE.MATRIX.MODELVIEW[4] : , 4 : -1 : 0
#var float4x4 glstate.matrix.modelview[5] : STATE.MATRIX.MODELVIEW[5] : , 4 : -1 : 0
#var float4x4 glstate.matrix.modelview[6] : STATE.MATRIX.MODELVIEW[6] : , 4 : -1 : 0
#var float4x4 glstate.matrix.modelview[7] : STATE.MATRIX.MODELVIEW[7] : , 4 : -1 : 0
#var float4x4 glstate.matrix.projection : STATE.MATRIX.PROJECTION : , 4 : -1 : 0
#var float4x4 glstate.matrix.mvp : STATE.MATRIX.MVP : c[0], 4 : -1 : 1
#var float4x4 glstate.matrix.texture[0] : STATE.MATRIX.TEXTURE[0] : c[4], 4 : -1 : 1
#var float4x4 glstate.matrix.texture[1] : STATE.MATRIX.TEXTURE[1] : , 4 : -1 : 0
#var float4x4 glstate.matrix.texture[2] : STATE.MATRIX.TEXTURE[2] : , 4 : -1 : 0
#var float4x4 glstate.matrix.texture[3] : STATE.MATRIX.TEXTURE[3] : , 4 : -1 : 0
#var float4x4 glstate.matrix.texture[4] : STATE.MATRIX.TEXTURE[4] : , 4 : -1 : 0
#var float4x4 glstate.matrix.texture[5] : STATE.MATRIX.TEXTURE[5] : , 4 : -1 : 0
#var float4x4 glstate.matrix.texture[6] : STATE.MATRIX.TEXTURE[6] : , 4 : -1 : 0
#var float4x4 glstate.matrix.texture[7] : STATE.MATRIX.TEXTURE[7] : , 4 : -1 : 0
#var float4x4 glstate.matrix.palette[0] : STATE.MATRIX.PALETTE[0] : , 4 : -1 : 0
#var float4x4 glstate.matrix.palette[1] : STATE.MATRIX.PALETTE[1] : , 4 : -1 : 0
#var float4x4 glstate.matrix.palette[2] : STATE.MATRIX.PALETTE[2] : , 4 : -1 : 0
#var float4x4 glstate.matrix.palette[3] : STATE.MATRIX.PALETTE[3] : , 4 : -1 : 0
#var float4x4 glstate.matrix.palette[4] : STATE.MATRIX.PALETTE[4] : , 4 : -1 : 0
#var float4x4 glstate.matrix.palette[5] : STATE.MATRIX.PALETTE[5] : , 4 : -1 : 0
#var float4x4 glstate.matrix.palette[6] : STATE.MATRIX.PALETTE[6] : , 4 : -1 : 0
#var float4x4 glstate.matrix.palette[7] : STATE.MATRIX.PALETTE[7] : , 4 : -1 : 0
#var float4x4 glstate.matrix.program[0] : STATE.MATRIX.PROGRAM[0] : , 4 : -1 : 0
#var float4x4 glstate.matrix.program[1] : STATE.MATRIX.PROGRAM[1] : , 4 : -1 : 0
#var float4x4 glstate.matrix.program[2] : STATE.MATRIX.PROGRAM[2] : , 4 : -1 : 0
#var float4x4 glstate.matrix.program[3] : STATE.MATRIX.PROGRAM[3] : , 4 : -1 : 0
#var float4x4 glstate.matrix.program[4] : STATE.MATRIX.PROGRAM[4] : , 4 : -1 : 0
#var float4x4 glstate.matrix.program[5] : STATE.MATRIX.PROGRAM[5] : , 4 : -1 : 0
#var float4x4 glstate.matrix.program[6] : STATE.MATRIX.PROGRAM[6] : , 4 : -1 : 0
#var float4x4 glstate.matrix.program[7] : STATE.MATRIX.PROGRAM[7] : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.modelview[0] : STATE.MATRIX.MODELVIEW[0].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.modelview[1] : STATE.MATRIX.MODELVIEW[1].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.modelview[2] : STATE.MATRIX.MODELVIEW[2].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.modelview[3] : STATE.MATRIX.MODELVIEW[3].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.modelview[4] : STATE.MATRIX.MODELVIEW[4].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.modelview[5] : STATE.MATRIX.MODELVIEW[5].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.modelview[6] : STATE.MATRIX.MODELVIEW[6].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.modelview[7] : STATE.MATRIX.MODELVIEW[7].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.projection : STATE.MATRIX.PROJECTION.INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.mvp : STATE.MATRIX.MVP.INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.texture[0] : STATE.MATRIX.TEXTURE[0].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.texture[1] : STATE.MATRIX.TEXTURE[1].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.texture[2] : STATE.MATRIX.TEXTURE[2].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.texture[3] : STATE.MATRIX.TEXTURE[3].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.texture[4] : STATE.MATRIX.TEXTURE[4].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.texture[5] : STATE.MATRIX.TEXTURE[5].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.texture[6] : STATE.MATRIX.TEXTURE[6].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.texture[7] : STATE.MATRIX.TEXTURE[7].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.palette[0] : STATE.MATRIX.PALETTE[0].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.palette[1] : STATE.MATRIX.PALETTE[1].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.palette[2] : STATE.MATRIX.PALETTE[2].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.palette[3] : STATE.MATRIX.PALETTE[3].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.palette[4] : STATE.MATRIX.PALETTE[4].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.palette[5] : STATE.MATRIX.PALETTE[5].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.palette[6] : STATE.MATRIX.PALETTE[6].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.palette[7] : STATE.MATRIX.PALETTE[7].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.program[0] : STATE.MATRIX.PROGRAM[0].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.program[1] : STATE.MATRIX.PROGRAM[1].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.program[2] : STATE.MATRIX.PROGRAM[2].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.program[3] : STATE.MATRIX.PROGRAM[3].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.program[4] : STATE.MATRIX.PROGRAM[4].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.program[5] : STATE.MATRIX.PROGRAM[5].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.program[6] : STATE.MATRIX.PROGRAM[6].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.inverse.program[7] : STATE.MATRIX.PROGRAM[7].INVERSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.modelview[0] : STATE.MATRIX.MODELVIEW[0].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.modelview[1] : STATE.MATRIX.MODELVIEW[1].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.modelview[2] : STATE.MATRIX.MODELVIEW[2].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.modelview[3] : STATE.MATRIX.MODELVIEW[3].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.modelview[4] : STATE.MATRIX.MODELVIEW[4].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.modelview[5] : STATE.MATRIX.MODELVIEW[5].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.modelview[6] : STATE.MATRIX.MODELVIEW[6].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.modelview[7] : STATE.MATRIX.MODELVIEW[7].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.projection : STATE.MATRIX.PROJECTION.TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.mvp : STATE.MATRIX.MVP.TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.texture[0] : STATE.MATRIX.TEXTURE[0].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.texture[1] : STATE.MATRIX.TEXTURE[1].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.texture[2] : STATE.MATRIX.TEXTURE[2].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.texture[3] : STATE.MATRIX.TEXTURE[3].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.texture[4] : STATE.MATRIX.TEXTURE[4].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.texture[5] : STATE.MATRIX.TEXTURE[5].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.texture[6] : STATE.MATRIX.TEXTURE[6].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.texture[7] : STATE.MATRIX.TEXTURE[7].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.palette[0] : STATE.MATRIX.PALETTE[0].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.palette[1] : STATE.MATRIX.PALETTE[1].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.palette[2] : STATE.MATRIX.PALETTE[2].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.palette[3] : STATE.MATRIX.PALETTE[3].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.palette[4] : STATE.MATRIX.PALETTE[4].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.palette[5] : STATE.MATRIX.PALETTE[5].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.palette[6] : STATE.MATRIX.PALETTE[6].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.palette[7] : STATE.MATRIX.PALETTE[7].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.program[0] : STATE.MATRIX.PROGRAM[0].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.program[1] : STATE.MATRIX.PROGRAM[1].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.program[2] : STATE.MATRIX.PROGRAM[2].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.program[3] : STATE.MATRIX.PROGRAM[3].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.program[4] : STATE.MATRIX.PROGRAM[4].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.program[5] : STATE.MATRIX.PROGRAM[5].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.program[6] : STATE.MATRIX.PROGRAM[6].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.transpose.program[7] : STATE.MATRIX.PROGRAM[7].TRANSPOSE : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.modelview[0] : STATE.MATRIX.MODELVIEW[0].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.modelview[1] : STATE.MATRIX.MODELVIEW[1].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.modelview[2] : STATE.MATRIX.MODELVIEW[2].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.modelview[3] : STATE.MATRIX.MODELVIEW[3].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.modelview[4] : STATE.MATRIX.MODELVIEW[4].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.modelview[5] : STATE.MATRIX.MODELVIEW[5].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.modelview[6] : STATE.MATRIX.MODELVIEW[6].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.modelview[7] : STATE.MATRIX.MODELVIEW[7].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.projection : STATE.MATRIX.PROJECTION.INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.mvp : STATE.MATRIX.MVP.INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.texture[0] : STATE.MATRIX.TEXTURE[0].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.texture[1] : STATE.MATRIX.TEXTURE[1].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.texture[2] : STATE.MATRIX.TEXTURE[2].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.texture[3] : STATE.MATRIX.TEXTURE[3].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.texture[4] : STATE.MATRIX.TEXTURE[4].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.texture[5] : STATE.MATRIX.TEXTURE[5].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.texture[6] : STATE.MATRIX.TEXTURE[6].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.texture[7] : STATE.MATRIX.TEXTURE[7].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.palette[0] : STATE.MATRIX.PALETTE[0].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.palette[1] : STATE.MATRIX.PALETTE[1].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.palette[2] : STATE.MATRIX.PALETTE[2].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.palette[3] : STATE.MATRIX.PALETTE[3].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.palette[4] : STATE.MATRIX.PALETTE[4].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.palette[5] : STATE.MATRIX.PALETTE[5].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.palette[6] : STATE.MATRIX.PALETTE[6].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.palette[7] : STATE.MATRIX.PALETTE[7].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.program[0] : STATE.MATRIX.PROGRAM[0].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.program[1] : STATE.MATRIX.PROGRAM[1].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.program[2] : STATE.MATRIX.PROGRAM[2].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.program[3] : STATE.MATRIX.PROGRAM[3].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.program[4] : STATE.MATRIX.PROGRAM[4].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.program[5] : STATE.MATRIX.PROGRAM[5].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.program[6] : STATE.MATRIX.PROGRAM[6].INVTRANS : , 4 : -1 : 0
#var float4x4 glstate.matrix.invtrans.program[7] : STATE.MATRIX.PROGRAM[7].INVTRANS : , 4 : -1 : 0
#var float4 IN.position : $vin.ATTR0 : ATTR0 : 0 : 1
#var float4 IN.texcoord0 : $vin.ATTR8 : ATTR8 : 0 : 1
#var float4 main.position : $vout.HPOS : HPOS : -1 : 1
#var float4 main.tex0 : $vout.TEX0 : TEX0 : -1 : 1
PARAM c[8] = { state.matrix.mvp,
state.matrix.texture[0] };
DP4 result.position.w, vertex.attrib[0], c[3];
DP4 result.position.z, vertex.attrib[0], c[2];
DP4 result.position.y, vertex.attrib[0], c[1];
DP4 result.position.x, vertex.attrib[0], c[0];
DP4 result.texcoord[0].w, vertex.attrib[8], c[7];
DP4 result.texcoord[0].z, vertex.attrib[8], c[6];
DP4 result.texcoord[0].y, vertex.attrib[8], c[5];
DP4 result.texcoord[0].x, vertex.attrib[8], c[4];
END
# 8 instructions, 0 R-regs

View File

@@ -1,35 +0,0 @@
/// ============================================================================
/*
Copyright (C) 2004 Robert Beckebans <trebor_7@users.sourceforge.net>
Please see the file "CONTRIBUTORS" for a list of contributors
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/// ============================================================================
attribute vec4 attr_TexCoord0;
void main()
{
// transform vertex position into homogenous clip-space
gl_Position = ftransform();
// transform texcoords
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
// assign color
gl_FrontColor = gl_Color;
}

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@@ -1,11 +0,0 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="yes"?>
<!-- generated by Radiant setup, modify at your own risks -->
<links>
<item name="Web Links &amp; Misc" url="links.htm"/>
<item name="GtkRadiant Bugzilla - Report Bug" url="http://zerowing.idsoftware.com/bugzilla/index.cgi"/>
<item name="q3map2 handbook (web)" url="http://shaderlab.com/q3map2/manual/default.htm"/>
<item name="ETB documentation (web)" url="http://www.map-craft.com/modules.php?name=ETB"/>
<item name="ChangeLog" url="changelog.txt"/>
<item name="Q3Map2 ChangeLog" url="changelog.q3map2.txt"/>
<item name="Credits" url="credits.html"/>
</links>

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