rendered paste body!!ARBfp1.0
TEMP H, L, N, V, attenuationxy, attenuationz, color, diffuse, dot, specular, tmp;
DP3 L.x, fragment.texcoord[4], fragment.texcoord[4];
RSQ L.x, L.x;
MUL L.xyz, L.x, fragment.texcoord[4];
DP3 V.x, fragment.texcoord[5], fragment.texcoord[5];
RSQ V.x, V.x;
MUL V.xyz, V.x, fragment.texcoord[5];
ADD tmp, L, V;
DP3 H.x, tmp, tmp;
RSQ H.x, H.x;
MUL H.xyz, H.x, tmp;
TEX tmp.xyz, fragment.texcoord[1], texture[1], 2D;
MAD tmp.xyz, tmp, 2.0, -1.0;
DP3 N.x, tmp, tmp;
RSQ N.x, N.x;
MUL N.xyz, N.x, tmp;
DP3_SAT dot.x, N, L;
MUL dot.xyz, program.local[0], dot.x;
TEX diffuse.xyz, fragment.texcoord[0], texture[0], 2D;
DP3_SAT tmp.x, N, H;
POW tmp.x, tmp.x, program.local[2].x;
TEX specular.xyz, fragment.texcoord[2], texture[2], 2D;
MUL specular.xyz, specular, program.local[0];
MUL specular.xyz, specular, tmp.x;
TEX attenuationxy.xyz, fragment.texcoord[3], texture[3], 2D;
MOV tmp.x, fragment.texcoord[3].z;
MOV tmp.y, 0;
TEX attenuationz.xyz, tmp, texture[4], 2D;
MOV color, diffuse;
MUL color.xyz, color, dot;
ADD color.xyz, color, specular;
MUL color.xyz, color, attenuationxy;
MUL color.xyz, color, attenuationz;
MUL color.xyz, color, program.local[1].x;
# FIXME: MUL color.xyz, color, fragment.color;
MOV result.color, color;
END