!!NVvp4.0
# cgc version 2.1.0000, build date Jan 30 2009
# command line args: 
#vendor NVIDIA Corporation
#version 2.1.0.0
#profile gp4vp
#program main
#semantic gl_ModelViewMatrix : state.matrix.modelview.transpose
#semantic gl_ProjectionMatrix : state.matrix.projection.transpose
#var float3 pos : $vout.ATTR0.xyz : ATTR0 : -1 : 1
#var float4x4 gl_ModelViewMatrix : state.matrix.modelview.transpose : c[0], 4 : -1 : 1
#var float4 gl_MultiTexCoord1 : $vin.TEXCOORD1 : ATTR9 : -1 : 1
#var float4 gl_TexCoord[0] : $vout.TEX0 : TEX0 : -1 : 1
#var float4 gl_TexCoord[1] : $vout.TEX1 : TEX1 : -1 : 1
#var float4 gl_TexCoord[2] :  :  : -1 : 0
#var float4 gl_TexCoord[3] :  :  : -1 : 0
#var float4 gl_TexCoord[4] :  :  : -1 : 0
#var float4 gl_TexCoord[5] :  :  : -1 : 0
#var float4 gl_TexCoord[6] :  :  : -1 : 0
#var float4 gl_TexCoord[7] :  :  : -1 : 0
#var float4x4 gl_ProjectionMatrix : state.matrix.projection.transpose : c[4], 4 : -1 : 1
#var float4 gl_Vertex : $vin.POSITION : ATTR0 : -1 : 1
#var float4 gl_MultiTexCoord0 : $vin.TEXCOORD0 : ATTR8 : -1 : 1
#var float4 gl_Position : $vout.POSITION : HPOS : -1 : 1
PARAM c[8] = { state.matrix.modelview.transpose,
		state.matrix.projection.transpose };
ATTRIB vertex_attrib[] = { vertex.attrib[0..9] };
OUTPUT result_texcoord[] = { result.texcoord[0..1] };
OUTPUT result_attrib[] = { result.attrib[0..0] };
TEMP R0, R1, R2;
TEMP RC, HC;
MUL.F R0.xyz, vertex.attrib[0].y, c[1];
MAD.F R0.xyz, vertex.attrib[0].x, c[0], R0;
MAD.F R1.xyz, vertex.attrib[0].z, c[2], R0;
MUL.F R0.zw, vertex.attrib[9].w, {2, 0, 0, 0}.x;
MOV.F R0.x, R0.z;
MAD.F R1.xyz, vertex.attrib[0].w, c[3], R1;
ADD.F R1.w, vertex.attrib[8].x, {-0.5, 0, 0, 0}.x;
MOV.F R0.yz, {0, 0, 0, 0}.x;
MAD.F R0.xyz, R0, R1.w, R1;
MOV.F R1.y, R0.w;
MOV.F R1.xz, {0, 0, 0, 0}.x;
ADD.F R0.w, vertex.attrib[8].y, {-0.5, 0, 0, 0}.x;
MAD.F R0.xyz, R1, R0.w, R0;
MUL.F R1, R0.y, c[5];
MAD.F R1, R0.x, c[4], R1;
MAD.F R1, R0.z, c[6], R1;
ADD.F result.position, R1, c[7];
MOV.F result.attrib[0].xyz, R0;
MOV.F result.texcoord[0], vertex.attrib[8];
MUL.F R2.xyz, vertex.attrib[9].y, c[1];
MAD.F R1.xyz, vertex.attrib[9].x, c[0], R2;
MAD.F R0.xyz, vertex.attrib[9].z, c[2], R1;
ADD.F result.texcoord[1].xyz, R0, c[3];
MOV.F result.texcoord[1].w, vertex.attrib[9];
END
# 24 instructions, 3 R-regs
