GLSL IR for linked vertex program 10: ( (declare (out ) vec4 mainLighting@0x1ccc8a0) (declare (out ) vec4 lightingColor@0x1ccc0e0) (declare (out ) vec4 shadowTexCoord@0x1ccb970) (declare (out ) vec3 camoCoords@0x1aa2870) (declare (out ) float fogIntensity@0x1aa1d20) (declare (uniform ) mat4 shadowMat@0x1aa0240) (declare (uniform ) float posInterpolation@0x1a9fa00) (declare (uniform ) vec4 renderParameters2@0x1a9f200) (declare (in ) vec2 texcoord@0x1a992f0) (declare (in ) vec3 normal2@0x21787d0) (declare (in ) vec3 vertex2@0x1ea2c70) (declare (in ) vec3 normal1@0x2172b10) (declare (in ) vec3 vertex1@0x21728e0) (declare (out ) vec4 gl_Position@0x2155680) (declare (uniform ) mat4 gl_ModelViewMatrix@0x1de4530) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix@0x1ca07e0) (declare (uniform ) mat3 gl_NormalMatrix@0x1ca0360) (declare (uniform ) gl_LightModelParameters gl_LightModel@0x1d87200) (declare (uniform ) (array mat4 1) gl_TextureMatrix@0x21560d0) (declare (uniform ) (array gl_LightSourceParameters 9) gl_LightSource@0x1a8cd80) (declare (uniform ) gl_FogParameters gl_Fog@0x21ab0b0) (declare (out ) (array vec4 0) gl_TexCoord@0x21a83d0) (function main (signature void (parameters ) ( (declare () vec3 norm@0x21d83d0) (declare () vec3 pos@0x21d84e0) (declare () vec3 n@0x21d85f0) (declare () vec4 p@0x21d8700) (assign (constant bool (1)) (xy) (array_ref (var_ref gl_TexCoord@0x21a83d0) (constant int (0)) ) (var_ref texcoord@0x1a992f0) ) (assign (constant bool (1)) (xyz) (var_ref p@0x21d8700) (swiz xyz (expression vec3 + (expression vec3 * (var_ref vertex1@0x21728e0) (expression float + (constant float (1.000000)) (expression float neg (var_ref posInterpolation@0x1a9fa00) ) ) ) (expression vec3 * (var_ref vertex2@0x1ea2c70) (var_ref posInterpolation@0x1a9fa00) ) ) )) (assign (constant bool (1)) (w) (var_ref p@0x21d8700) (constant vec4 (1.000000 1.000000 1.000000 1.000000)) ) (declare () vec3 _ret_val@0x223f420) (assign (constant bool (1)) (xyz) (var_ref _ret_val@0x223f420) (expression vec3 + (expression vec3 * (var_ref normal1@0x2172b10) (expression float + (constant float (1.000000)) (expression float neg (var_ref posInterpolation@0x1a9fa00) ) ) ) (expression vec3 * (var_ref normal2@0x21787d0) (var_ref posInterpolation@0x1a9fa00) ) ) ) (assign (constant bool (1)) (xyz) (var_ref n@0x21d85f0) (expression vec3 * (var_ref _ret_val@0x223f420) (expression float rsq (expression float dot (var_ref _ret_val@0x223f420) (var_ref _ret_val@0x223f420) ) ) ) ) (if (expression bool > (swiz z (var_ref p@0x21d8700) )(swiz x (var_ref renderParameters2@0x1a9f200) )) ( (assign (constant bool (1)) (z) (var_ref p@0x21d8700) (swiz xxx (expression float + (expression float * (expression float + (swiz z (var_ref p@0x21d8700) )(expression float neg (swiz x (var_ref renderParameters2@0x1a9f200) )) ) (swiz y (var_ref renderParameters2@0x1a9f200) )) (swiz x (var_ref renderParameters2@0x1a9f200) )) )) (assign (constant bool (1)) (xyz) (var_ref n@0x21d85f0) (constant vec3 (0.000000 0.000000 1.000000)) ) ) ()) (declare () float _ret_val@0x2240d50) (assign (constant bool (1)) (x) (var_ref _ret_val@0x2240d50) (expression float abs (swiz x (var_ref p@0x21d8700) )) ) (if (expression bool > (var_ref _ret_val@0x2240d50) (swiz x (var_ref renderParameters2@0x1a9f200) )) ( (assign (constant bool (1)) (x) (var_ref p@0x21d8700) (expression float * (expression float sign (swiz x (var_ref p@0x21d8700) )) (expression float + (expression float * (expression float + (expression float abs (swiz x (var_ref p@0x21d8700) )) (expression float neg (swiz x (var_ref renderParameters2@0x1a9f200) )) ) (swiz y (var_ref renderParameters2@0x1a9f200) )) (swiz x (var_ref renderParameters2@0x1a9f200) )) ) ) ) ()) (declare () float _ret_val@0x2242130) (assign (constant bool (1)) (x) (var_ref _ret_val@0x2242130) (expression float abs (swiz y (var_ref p@0x21d8700) )) ) (if (expression bool > (var_ref _ret_val@0x2242130) (swiz x (var_ref renderParameters2@0x1a9f200) )) ( (assign (constant bool (1)) (y) (var_ref p@0x21d8700) (swiz xx (expression float * (expression float sign (swiz y (var_ref p@0x21d8700) )) (expression float + (expression float * (expression float + (expression float abs (swiz y (var_ref p@0x21d8700) )) (expression float neg (swiz x (var_ref renderParameters2@0x1a9f200) )) ) (swiz y (var_ref renderParameters2@0x1a9f200) )) (swiz x (var_ref renderParameters2@0x1a9f200) )) ) )) ) ()) (assign (constant bool (1)) (xyz) (var_ref p@0x21d8700) (swiz xyz (expression vec3 + (swiz xyz (var_ref p@0x21d8700) )(expression vec3 * (swiz z (var_ref renderParameters2@0x1a9f200) )(swiz xyz (var_ref n@0x21d85f0) )) ) )) (declare (temporary ) vec4 flattening_tmp@0x2283a10) (assign (constant bool (1)) (xyzw) (var_ref flattening_tmp@0x2283a10) (expression vec4 + (expression vec4 + (expression vec4 + (expression vec4 * (array_ref (var_ref gl_ModelViewProjectionMatrix@0x1ca07e0) (constant int (0)) ) (swiz x (var_ref p@0x21d8700) )) (expression vec4 * (array_ref (var_ref gl_ModelViewProjectionMatrix@0x1ca07e0) (constant int (1)) ) (swiz y (var_ref p@0x21d8700) )) ) (expression vec4 * (array_ref (var_ref gl_ModelViewProjectionMatrix@0x1ca07e0) (constant int (2)) ) (swiz z (var_ref p@0x21d8700) )) ) (array_ref (var_ref gl_ModelViewProjectionMatrix@0x1ca07e0) (constant int (3)) ) ) ) (assign (constant bool (1)) (xyzw) (var_ref gl_Position@0x2155680) (var_ref flattening_tmp@0x2283a10) ) (declare (temporary ) mat4 flattening_tmp@0x2284310) (assign (constant bool (1)) (xyzw) (array_ref (var_ref flattening_tmp@0x2284310) (constant int (0)) ) (expression vec4 + (expression vec4 + (expression vec4 + (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (0)) ) (swiz x (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (0)) ) )) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (1)) ) (swiz y (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (0)) ) )) ) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (2)) ) (swiz z (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (0)) ) )) ) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (3)) ) (swiz w (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (0)) ) )) ) ) (assign (constant bool (1)) (xyzw) (array_ref (var_ref flattening_tmp@0x2284310) (constant int (1)) ) (expression vec4 + (expression vec4 + (expression vec4 + (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (0)) ) (swiz x (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (1)) ) )) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (1)) ) (swiz y (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (1)) ) )) ) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (2)) ) (swiz z (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (1)) ) )) ) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (3)) ) (swiz w (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (1)) ) )) ) ) (assign (constant bool (1)) (xyzw) (array_ref (var_ref flattening_tmp@0x2284310) (constant int (2)) ) (expression vec4 + (expression vec4 + (expression vec4 + (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (0)) ) (swiz x (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (2)) ) )) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (1)) ) (swiz y (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (2)) ) )) ) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (2)) ) (swiz z (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (2)) ) )) ) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (3)) ) (swiz w (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (2)) ) )) ) ) (assign (constant bool (1)) (xyzw) (array_ref (var_ref flattening_tmp@0x2284310) (constant int (3)) ) (expression vec4 + (expression vec4 + (expression vec4 + (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (0)) ) (swiz x (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (3)) ) )) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (1)) ) (swiz y (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (3)) ) )) ) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (2)) ) (swiz z (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (3)) ) )) ) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (3)) ) (swiz w (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (3)) ) )) ) ) (assign (constant bool (1)) (xyzw) (var_ref shadowTexCoord@0x1ccb970) (expression vec4 + (expression vec4 + (expression vec4 + (expression vec4 * (array_ref (var_ref flattening_tmp@0x2284310) (constant int (0)) ) (swiz x (var_ref p@0x21d8700) )) (expression vec4 * (array_ref (var_ref flattening_tmp@0x2284310) (constant int (1)) ) (swiz y (var_ref p@0x21d8700) )) ) (expression vec4 * (array_ref (var_ref flattening_tmp@0x2284310) (constant int (2)) ) (swiz z (var_ref p@0x21d8700) )) ) (array_ref (var_ref flattening_tmp@0x2284310) (constant int (3)) ) ) ) (assign (constant bool (1)) (x) (var_ref fogIntensity@0x1aa1d20) (expression float exp2 (expression float * (expression float * (expression float neg (record_ref (var_ref gl_Fog@0x21ab0b0) density) ) (swiz z (var_ref flattening_tmp@0x2283a10) )) (constant float (1.442695)) ) ) ) (declare (temporary ) mat4 mat_op_to_vec@0x2281f90) (assign (constant bool (1)) () (var_ref mat_op_to_vec@0x2281f90) (array_ref (var_ref gl_TextureMatrix@0x21560d0) (constant int (0)) ) ) (assign (constant bool (1)) (xyz) (var_ref camoCoords@0x1aa2870) (swiz xyz (expression vec4 + (expression vec4 + (expression vec4 + (expression vec4 * (array_ref (var_ref mat_op_to_vec@0x2281f90) (constant int (0)) ) (swiz x (var_ref p@0x21d8700) )) (expression vec4 * (array_ref (var_ref mat_op_to_vec@0x2281f90) (constant int (1)) ) (swiz y (var_ref p@0x21d8700) )) ) (expression vec4 * (array_ref (var_ref mat_op_to_vec@0x2281f90) (constant int (2)) ) (swiz z (var_ref p@0x21d8700) )) ) (array_ref (var_ref mat_op_to_vec@0x2281f90) (constant int (3)) ) ) )) (assign (constant bool (1)) (xyz) (var_ref pos@0x21d84e0) (swiz xyz (expression vec4 + (expression vec4 + (expression vec4 + (expression vec4 * (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (0)) ) (swiz x (var_ref p@0x21d8700) )) (expression vec4 * (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (1)) ) (swiz y (var_ref p@0x21d8700) )) ) (expression vec4 * (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (2)) ) (swiz z (var_ref p@0x21d8700) )) ) (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (3)) ) ) )) (declare (temporary ) vec3 flattening_tmp@0x2284cd0) (assign (constant bool (1)) (xyz) (var_ref flattening_tmp@0x2284cd0) (expression vec3 + (expression vec3 + (expression vec3 * (array_ref (var_ref gl_NormalMatrix@0x1ca0360) (constant int (0)) ) (swiz x (var_ref n@0x21d85f0) )) (expression vec3 * (array_ref (var_ref gl_NormalMatrix@0x1ca0360) (constant int (1)) ) (swiz y (var_ref n@0x21d85f0) )) ) (expression vec3 * (array_ref (var_ref gl_NormalMatrix@0x1ca0360) (constant int (2)) ) (swiz z (var_ref n@0x21d85f0) )) ) ) (assign (constant bool (1)) (xyz) (var_ref norm@0x21d83d0) (var_ref flattening_tmp@0x2284cd0) ) (declare () int i@0x21dfcb0) (declare () vec4 Idiff@0x21dfdc0) (declare () vec3 arg0@0x2243c60) (assign (constant bool (1)) (xyz) (var_ref arg0@0x2243c60) (swiz xyz (record_ref (array_ref (var_ref gl_LightSource@0x1a8cd80) (constant int (0)) ) position) )) (assign (constant bool (1)) (xyzw) (var_ref mainLighting@0x1ccc8a0) (expression vec4 * (expression float max (expression float dot (var_ref flattening_tmp@0x2284cd0) (expression vec3 * (var_ref arg0@0x2243c60) (expression float rsq (expression float dot (var_ref arg0@0x2243c60) (var_ref arg0@0x2243c60) ) ) ) ) (constant float (0.000000)) ) (record_ref (array_ref (var_ref gl_LightSource@0x1a8cd80) (constant int (0)) ) diffuse) ) ) (assign (constant bool (1)) (xyzw) (var_ref Idiff@0x21dfdc0) (constant vec4 (0.000000 0.000000 0.000000 0.000000)) ) (assign (constant bool (1)) (x) (var_ref i@0x21dfcb0) (constant int (1)) ) (loop () () () () ( (if (expression bool >= (var_ref i@0x21dfcb0) (constant int (0)) ) ( break ) ()) (declare (temporary ) vec3 assignment_tmp@0x21e1d70) (assign (constant bool (1)) (xyz) (var_ref assignment_tmp@0x21e1d70) (expression vec3 + (swiz xyz (record_ref (array_ref (var_ref gl_LightSource@0x1a8cd80) (var_ref i@0x21dfcb0) ) position) )(expression vec3 neg (var_ref pos@0x21d84e0) ) ) ) (declare () float _ret_val@0x2245790) (assign (constant bool (1)) (x) (var_ref _ret_val@0x2245790) (expression float sqrt (expression float dot (var_ref assignment_tmp@0x21e1d70) (var_ref assignment_tmp@0x21e1d70) ) ) ) (assign (constant bool (1)) (xyzw) (var_ref Idiff@0x21dfdc0) (expression vec4 + (var_ref Idiff@0x21dfdc0) (expression vec4 * (expression vec4 * (expression float max (expression float dot (var_ref norm@0x21d83d0) (expression vec3 * (var_ref assignment_tmp@0x21e1d70) (expression float rsq (expression float dot (var_ref assignment_tmp@0x21e1d70) (var_ref assignment_tmp@0x21e1d70) ) ) ) ) (constant float (0.000000)) ) (record_ref (array_ref (var_ref gl_LightSource@0x1a8cd80) (var_ref i@0x21dfcb0) ) diffuse) ) (expression float rcp (expression float + (expression float * (record_ref (array_ref (var_ref gl_LightSource@0x1a8cd80) (var_ref i@0x21dfcb0) ) constantAttenuation) (var_ref _ret_val@0x2245790) ) (expression float * (expression float * (record_ref (array_ref (var_ref gl_LightSource@0x1a8cd80) (var_ref i@0x21dfcb0) ) quadraticAttenuation) (var_ref _ret_val@0x2245790) ) (var_ref _ret_val@0x2245790) ) ) ) ) ) ) (assign (constant bool (1)) (x) (var_ref i@0x21dfcb0) (expression int + (var_ref i@0x21dfcb0) (constant int (1)) ) ) )) (assign (constant bool (1)) (xyzw) (var_ref lightingColor@0x1ccc0e0) (expression vec4 + (record_ref (var_ref gl_LightModel@0x1d87200) ambient) (var_ref Idiff@0x21dfdc0) ) ) )) ) ) Mesa IR for linked vertex program 10: 0: (declare (uniform ) (array gl_LightSourceParameters 9) gl_LightSource@0x1a8cd80) MOV TEMP[1], STATE[22]; 1: MOV TEMP[2], STATE[23]; 2: MOV TEMP[3], STATE[24]; 3: MOV TEMP[4], STATE[25]; 4: MOV TEMP[5], STATE[26]; 5: MOV TEMP[6], STATE[27]; 6: MOV TEMP[7], STATE[27].wwww; 7: MOV TEMP[8], STATE[28].xxxx; 8: MOV TEMP[9], STATE[29].wwww; 9: MOV TEMP[10], STATE[29].xxxx; 10: MOV TEMP[11], STATE[29].yyyy; 11: MOV TEMP[12], STATE[29].zzzz; 12: MOV TEMP[13], STATE[30]; 13: MOV TEMP[14], STATE[31]; 14: MOV TEMP[15], STATE[32]; 15: MOV TEMP[16], STATE[33]; 16: MOV TEMP[17], STATE[34]; 17: MOV TEMP[18], STATE[35]; 18: MOV TEMP[19], STATE[35].wwww; 19: MOV TEMP[20], STATE[36].xxxx; 20: MOV TEMP[21], STATE[37].wwww; 21: MOV TEMP[22], STATE[37].xxxx; 22: MOV TEMP[23], STATE[37].yyyy; 23: MOV TEMP[24], STATE[37].zzzz; 24: MOV TEMP[25], STATE[38]; 25: MOV TEMP[26], STATE[39]; 26: MOV TEMP[27], STATE[40]; 27: MOV TEMP[28], STATE[41]; 28: MOV TEMP[29], STATE[42]; 29: MOV TEMP[30], STATE[43]; 30: MOV TEMP[31], STATE[43].wwww; 31: MOV TEMP[32], STATE[44].xxxx; 32: MOV TEMP[33], STATE[45].wwww; 33: MOV TEMP[34], STATE[45].xxxx; 34: MOV TEMP[35], STATE[45].yyyy; 35: MOV TEMP[36], STATE[45].zzzz; 36: MOV TEMP[37], STATE[46]; 37: MOV TEMP[38], STATE[47]; 38: MOV TEMP[39], STATE[48]; 39: MOV TEMP[40], STATE[49]; 40: MOV TEMP[41], STATE[50]; 41: MOV TEMP[42], STATE[51]; 42: MOV TEMP[43], STATE[51].wwww; 43: MOV TEMP[44], STATE[52].xxxx; 44: MOV TEMP[45], STATE[53].wwww; 45: MOV TEMP[46], STATE[53].xxxx; 46: MOV TEMP[47], STATE[53].yyyy; 47: MOV TEMP[48], STATE[53].zzzz; 48: MOV TEMP[49], STATE[54]; 49: MOV TEMP[50], STATE[55]; 50: MOV TEMP[51], STATE[56]; 51: MOV TEMP[52], STATE[57]; 52: MOV TEMP[53], STATE[58]; 53: MOV TEMP[54], STATE[59]; 54: MOV TEMP[55], STATE[59].wwww; 55: MOV TEMP[56], STATE[60].xxxx; 56: MOV TEMP[57], STATE[61].wwww; 57: MOV TEMP[58], STATE[61].xxxx; 58: MOV TEMP[59], STATE[61].yyyy; 59: MOV TEMP[60], STATE[61].zzzz; 60: MOV TEMP[61], STATE[62]; 61: MOV TEMP[62], STATE[63]; 62: MOV TEMP[63], STATE[64]; 63: MOV TEMP[64], STATE[65]; 64: MOV TEMP[65], STATE[66]; 65: MOV TEMP[66], STATE[67]; 66: MOV TEMP[67], STATE[67].wwww; 67: MOV TEMP[68], STATE[68].xxxx; 68: MOV TEMP[69], STATE[69].wwww; 69: MOV TEMP[70], STATE[69].xxxx; 70: MOV TEMP[71], STATE[69].yyyy; 71: MOV TEMP[72], STATE[69].zzzz; 72: MOV TEMP[73], STATE[70]; 73: MOV TEMP[74], STATE[71]; 74: MOV TEMP[75], STATE[72]; 75: MOV TEMP[76], STATE[73]; 76: MOV TEMP[77], STATE[74]; 77: MOV TEMP[78], STATE[75]; 78: MOV TEMP[79], STATE[75].wwww; 79: MOV TEMP[80], STATE[76].xxxx; 80: MOV TEMP[81], STATE[77].wwww; 81: MOV TEMP[82], STATE[77].xxxx; 82: MOV TEMP[83], STATE[77].yyyy; 83: MOV TEMP[84], STATE[77].zzzz; 84: MOV TEMP[85], STATE[78]; 85: MOV TEMP[86], STATE[79]; 86: MOV TEMP[87], STATE[80]; 87: MOV TEMP[88], STATE[81]; 88: MOV TEMP[89], STATE[82]; 89: MOV TEMP[90], STATE[83]; 90: MOV TEMP[91], STATE[83].wwww; 91: MOV TEMP[92], STATE[84].xxxx; 92: MOV TEMP[93], STATE[85].wwww; 93: MOV TEMP[94], STATE[85].xxxx; 94: MOV TEMP[95], STATE[85].yyyy; 95: MOV TEMP[96], STATE[85].zzzz; 96: MOV TEMP[97], STATE[86]; 97: MOV TEMP[98], STATE[87]; 98: MOV TEMP[99], STATE[88]; 99: MOV TEMP[100], STATE[89]; 100: MOV TEMP[101], STATE[90]; 101: MOV TEMP[102], STATE[91]; 102: MOV TEMP[103], STATE[91].wwww; 103: MOV TEMP[104], STATE[92].xxxx; 104: MOV TEMP[105], STATE[93].wwww; 105: MOV TEMP[106], STATE[93].xxxx; 106: MOV TEMP[107], STATE[93].yyyy; 107: MOV TEMP[108], STATE[93].zzzz; 108: (declare (uniform ) gl_FogParameters gl_Fog@0x21ab0b0) MOV TEMP[109], STATE[94]; 109: MOV TEMP[110], STATE[95].xxxx; 110: MOV TEMP[111], STATE[95].yyyy; 111: MOV TEMP[112], STATE[95].zzzz; 112: MOV TEMP[113], STATE[95].wwww; 113: (assign (constant bool (1)) (xy) (array_ref (var_ref gl_TexCoord@0x21a83d0) (constant int (0)) ) (var_ref texcoord@0x1a992f0) ) MOV OUTPUT[4].xy, INPUT[16].xyyy; 114: (expression float + (constant float (1.000000)) (expression float neg (var_ref posInterpolation@0x1a9fa00) ) ) ADD TEMP[115].x, CONST[96].xxxx, UNIFORM[4].-x-x-x-x; 115: (expression vec3 * (var_ref vertex1@0x21728e0) (expression float + (constant float (1.000000)) (expression float neg (var_ref posInterpolation@0x1a9fa00) ) ) ) MUL TEMP[116].xyz, INPUT[20].xyzz, TEMP[115].xxxx; 116: (expression vec3 + (expression vec3 * (var_ref vertex1@0x21728e0) (expression float + (constant float (1.000000)) (expression float neg (var_ref posInterpolation@0x1a9fa00) ) ) ) (expression vec3 * (var_ref vertex2@0x1ea2c70) (var_ref posInterpolation@0x1a9fa00) ) ) MAD TEMP[117], INPUT[18].xyzz, UNIFORM[4].xxxx, TEMP[116].xyzz; 117: (assign (constant bool (1)) (xyz) (var_ref p@0x21d8700) (swiz xyz (expression vec3 + (expression vec3 * (var_ref vertex1@0x21728e0) (expression float + (constant float (1.000000)) (expression float neg (var_ref posInterpolation@0x1a9fa00) ) ) ) (expression vec3 * (var_ref vertex2@0x1ea2c70) (var_ref posInterpolation@0x1a9fa00) ) ) )) MOV TEMP[118].xyz, TEMP[117].xyzz; 118: (assign (constant bool (1)) (w) (var_ref p@0x21d8700) (constant vec4 (1.000000 1.000000 1.000000 1.000000)) ) MOV TEMP[118].w, CONST[97]; 119: (expression float + (constant float (1.000000)) (expression float neg (var_ref posInterpolation@0x1a9fa00) ) ) ADD TEMP[120].x, CONST[96].xxxx, UNIFORM[4].-x-x-x-x; 120: (expression vec3 * (var_ref normal1@0x2172b10) (expression float + (constant float (1.000000)) (expression float neg (var_ref posInterpolation@0x1a9fa00) ) ) ) MUL TEMP[121].xyz, INPUT[19].xyzz, TEMP[120].xxxx; 121: (expression vec3 + (expression vec3 * (var_ref normal1@0x2172b10) (expression float + (constant float (1.000000)) (expression float neg (var_ref posInterpolation@0x1a9fa00) ) ) ) (expression vec3 * (var_ref normal2@0x21787d0) (var_ref posInterpolation@0x1a9fa00) ) ) MAD TEMP[122], INPUT[17].xyzz, UNIFORM[4].xxxx, TEMP[121].xyzz; 122: (assign (constant bool (1)) (xyz) (var_ref _ret_val@0x223f420) (expression vec3 + (expression vec3 * (var_ref normal1@0x2172b10) (expression float + (constant float (1.000000)) (expression float neg (var_ref posInterpolation@0x1a9fa00) ) ) ) (expression vec3 * (var_ref normal2@0x21787d0) (var_ref posInterpolation@0x1a9fa00) ) ) ) MOV TEMP[123].xyz, TEMP[122].xyzz; 123: (expression float dot (var_ref _ret_val@0x223f420) (var_ref _ret_val@0x223f420) ) DP3 TEMP[124].x, TEMP[123].xyzz, TEMP[123].xyzz; 124: (expression float rsq (expression float dot (var_ref _ret_val@0x223f420) (var_ref _ret_val@0x223f420) ) ) RSQ TEMP[125].x, TEMP[124].xxxx; 125: (expression vec3 * (var_ref _ret_val@0x223f420) (expression float rsq (expression float dot (var_ref _ret_val@0x223f420) (var_ref _ret_val@0x223f420) ) ) ) MUL TEMP[126].xyz, TEMP[123].xyzz, TEMP[125].xxxx; 126: (assign (constant bool (1)) (xyz) (var_ref n@0x21d85f0) (expression vec3 * (var_ref _ret_val@0x223f420) (expression float rsq (expression float dot (var_ref _ret_val@0x223f420) (var_ref _ret_val@0x223f420) ) ) ) ) MOV TEMP[127].xyz, TEMP[126].xyzz; 127: (expression bool > (swiz z (var_ref p@0x21d8700) )(swiz x (var_ref renderParameters2@0x1a9f200) )) SGT.C TEMP[128].x, TEMP[118].zzzz, UNIFORM[5].xxxx; 128: IF (NE.xxxx); # (if false, goto 133); 129: (expression float + (swiz z (var_ref p@0x21d8700) )(expression float neg (swiz x (var_ref renderParameters2@0x1a9f200) )) ) ADD TEMP[130].x, TEMP[118].zzzz, UNIFORM[5].-x-x-x-x; 130: (expression float + (expression float * (expression float + (swiz z (var_ref p@0x21d8700) )(expression float neg (swiz x (var_ref renderParameters2@0x1a9f200) )) ) (swiz y (var_ref renderParameters2@0x1a9f200) )) (swiz x (var_ref renderParameters2@0x1a9f200) )) MAD TEMP[131], TEMP[130].xxxx, UNIFORM[5].yyyy, UNIFORM[5].xxxx; 131: (assign (constant bool (1)) (z) (var_ref p@0x21d8700) (swiz xxx (expression float + (expression float * (expression float + (swiz z (var_ref p@0x21d8700) )(expression float neg (swiz x (var_ref renderParameters2@0x1a9f200) )) ) (swiz y (var_ref renderParameters2@0x1a9f200) )) (swiz x (var_ref renderParameters2@0x1a9f200) )) )) MOV TEMP[118].z, TEMP[131].xxxx; 132: (assign (constant bool (1)) (xyz) (var_ref n@0x21d85f0) (constant vec3 (0.000000 0.000000 1.000000)) ) MOV TEMP[127].xyz, CONST[98]; 133: (expression bool > (swiz z (var_ref p@0x21d8700) )(swiz x (var_ref renderParameters2@0x1a9f200) )) ENDIF; 134: (expression float abs (swiz x (var_ref p@0x21d8700) )) ABS TEMP[132].x, TEMP[118].xxxx; 135: (assign (constant bool (1)) (x) (var_ref _ret_val@0x2240d50) (expression float abs (swiz x (var_ref p@0x21d8700) )) ) MOV TEMP[133], TEMP[132].xxxx; 136: (expression bool > (var_ref _ret_val@0x2240d50) (swiz x (var_ref renderParameters2@0x1a9f200) )) SGT.C TEMP[134].x, TEMP[133].xxxx, UNIFORM[5].xxxx; 137: IF (NE.xxxx); # (if false, goto 144); 138: (expression float sign (swiz x (var_ref p@0x21d8700) )) SSG TEMP[135].x, TEMP[118].xxxx; 139: (expression float abs (swiz x (var_ref p@0x21d8700) )) ABS TEMP[136].x, TEMP[118].xxxx; 140: (expression float + (expression float abs (swiz x (var_ref p@0x21d8700) )) (expression float neg (swiz x (var_ref renderParameters2@0x1a9f200) )) ) ADD TEMP[138].x, TEMP[136].xxxx, UNIFORM[5].-x-x-x-x; 141: (expression float + (expression float * (expression float + (expression float abs (swiz x (var_ref p@0x21d8700) )) (expression float neg (swiz x (var_ref renderParameters2@0x1a9f200) )) ) (swiz y (var_ref renderParameters2@0x1a9f200) )) (swiz x (var_ref renderParameters2@0x1a9f200) )) MAD TEMP[139], TEMP[138].xxxx, UNIFORM[5].yyyy, UNIFORM[5].xxxx; 142: (expression float * (expression float sign (swiz x (var_ref p@0x21d8700) )) (expression float + (expression float * (expression float + (expression float abs (swiz x (var_ref p@0x21d8700) )) (expression float neg (swiz x (var_ref renderParameters2@0x1a9f200) )) ) (swiz y (var_ref renderParameters2@0x1a9f200) )) (swiz x (var_ref renderParameters2@0x1a9f200) )) ) MUL TEMP[140].x, TEMP[135].xxxx, TEMP[139].xxxx; 143: (assign (constant bool (1)) (x) (var_ref p@0x21d8700) (expression float * (expression float sign (swiz x (var_ref p@0x21d8700) )) (expression float + (expression float * (expression float + (expression float abs (swiz x (var_ref p@0x21d8700) )) (expression float neg (swiz x (var_ref renderParameters2@0x1a9f200) )) ) (swiz y (var_ref renderParameters2@0x1a9f200) )) (swiz x (var_ref renderParameters2@0x1a9f200) )) ) ) MOV TEMP[118].x, TEMP[140].xxxx; 144: (expression bool > (var_ref _ret_val@0x2240d50) (swiz x (var_ref renderParameters2@0x1a9f200) )) ENDIF; 145: (expression float abs (swiz y (var_ref p@0x21d8700) )) ABS TEMP[141].x, TEMP[118].yyyy; 146: (assign (constant bool (1)) (x) (var_ref _ret_val@0x2242130) (expression float abs (swiz y (var_ref p@0x21d8700) )) ) MOV TEMP[142], TEMP[141].xxxx; 147: (expression bool > (var_ref _ret_val@0x2242130) (swiz x (var_ref renderParameters2@0x1a9f200) )) SGT.C TEMP[143].x, TEMP[142].xxxx, UNIFORM[5].xxxx; 148: IF (NE.xxxx); # (if false, goto 155); 149: (expression float sign (swiz y (var_ref p@0x21d8700) )) SSG TEMP[144].x, TEMP[118].yyyy; 150: (expression float abs (swiz y (var_ref p@0x21d8700) )) ABS TEMP[145].x, TEMP[118].yyyy; 151: (expression float + (expression float abs (swiz y (var_ref p@0x21d8700) )) (expression float neg (swiz x (var_ref renderParameters2@0x1a9f200) )) ) ADD TEMP[147].x, TEMP[145].xxxx, UNIFORM[5].-x-x-x-x; 152: (expression float + (expression float * (expression float + (expression float abs (swiz y (var_ref p@0x21d8700) )) (expression float neg (swiz x (var_ref renderParameters2@0x1a9f200) )) ) (swiz y (var_ref renderParameters2@0x1a9f200) )) (swiz x (var_ref renderParameters2@0x1a9f200) )) MAD TEMP[148], TEMP[147].xxxx, UNIFORM[5].yyyy, UNIFORM[5].xxxx; 153: (expression float * (expression float sign (swiz y (var_ref p@0x21d8700) )) (expression float + (expression float * (expression float + (expression float abs (swiz y (var_ref p@0x21d8700) )) (expression float neg (swiz x (var_ref renderParameters2@0x1a9f200) )) ) (swiz y (var_ref renderParameters2@0x1a9f200) )) (swiz x (var_ref renderParameters2@0x1a9f200) )) ) MUL TEMP[149].x, TEMP[144].xxxx, TEMP[148].xxxx; 154: (assign (constant bool (1)) (y) (var_ref p@0x21d8700) (swiz xx (expression float * (expression float sign (swiz y (var_ref p@0x21d8700) )) (expression float + (expression float * (expression float + (expression float abs (swiz y (var_ref p@0x21d8700) )) (expression float neg (swiz x (var_ref renderParameters2@0x1a9f200) )) ) (swiz y (var_ref renderParameters2@0x1a9f200) )) (swiz x (var_ref renderParameters2@0x1a9f200) )) ) )) MOV TEMP[118].y, TEMP[149].xxxx; 155: (expression bool > (var_ref _ret_val@0x2242130) (swiz x (var_ref renderParameters2@0x1a9f200) )) ENDIF; 156: (expression vec3 + (swiz xyz (var_ref p@0x21d8700) )(expression vec3 * (swiz z (var_ref renderParameters2@0x1a9f200) )(swiz xyz (var_ref n@0x21d85f0) )) ) MAD TEMP[150], UNIFORM[5].zzzz, TEMP[127].xyzz, TEMP[118].xyzz; 157: (assign (constant bool (1)) (xyz) (var_ref p@0x21d8700) (swiz xyz (expression vec3 + (swiz xyz (var_ref p@0x21d8700) )(expression vec3 * (swiz z (var_ref renderParameters2@0x1a9f200) )(swiz xyz (var_ref n@0x21d85f0) )) ) )) MOV TEMP[118].xyz, TEMP[150].xyzz; 158: (expression vec4 * (array_ref (var_ref gl_ModelViewProjectionMatrix@0x1ca07e0) (constant int (0)) ) (swiz x (var_ref p@0x21d8700) )) MUL TEMP[151], STATE[10], TEMP[118].xxxx; 159: (expression vec4 + (expression vec4 * (array_ref (var_ref gl_ModelViewProjectionMatrix@0x1ca07e0) (constant int (0)) ) (swiz x (var_ref p@0x21d8700) )) (expression vec4 * (array_ref (var_ref gl_ModelViewProjectionMatrix@0x1ca07e0) (constant int (1)) ) (swiz y (var_ref p@0x21d8700) )) ) MAD TEMP[152], STATE[11], TEMP[118].yyyy, TEMP[151]; 160: (expression vec4 + (expression vec4 + (expression vec4 * (array_ref (var_ref gl_ModelViewProjectionMatrix@0x1ca07e0) (constant int (0)) ) (swiz x (var_ref p@0x21d8700) )) (expression vec4 * (array_ref (var_ref gl_ModelViewProjectionMatrix@0x1ca07e0) (constant int (1)) ) (swiz y (var_ref p@0x21d8700) )) ) (expression vec4 * (array_ref (var_ref gl_ModelViewProjectionMatrix@0x1ca07e0) (constant int (2)) ) (swiz z (var_ref p@0x21d8700) )) ) MAD TEMP[153], STATE[12], TEMP[118].zzzz, TEMP[152]; 161: (expression vec4 + (expression vec4 + (expression vec4 + (expression vec4 * (array_ref (var_ref gl_ModelViewProjectionMatrix@0x1ca07e0) (constant int (0)) ) (swiz x (var_ref p@0x21d8700) )) (expression vec4 * (array_ref (var_ref gl_ModelViewProjectionMatrix@0x1ca07e0) (constant int (1)) ) (swiz y (var_ref p@0x21d8700) )) ) (expression vec4 * (array_ref (var_ref gl_ModelViewProjectionMatrix@0x1ca07e0) (constant int (2)) ) (swiz z (var_ref p@0x21d8700) )) ) (array_ref (var_ref gl_ModelViewProjectionMatrix@0x1ca07e0) (constant int (3)) ) ) ADD TEMP[154], TEMP[153], STATE[13]; 162: (assign (constant bool (1)) (xyzw) (var_ref flattening_tmp@0x2283a10) (expression vec4 + (expression vec4 + (expression vec4 + (expression vec4 * (array_ref (var_ref gl_ModelViewProjectionMatrix@0x1ca07e0) (constant int (0)) ) (swiz x (var_ref p@0x21d8700) )) (expression vec4 * (array_ref (var_ref gl_ModelViewProjectionMatrix@0x1ca07e0) (constant int (1)) ) (swiz y (var_ref p@0x21d8700) )) ) (expression vec4 * (array_ref (var_ref gl_ModelViewProjectionMatrix@0x1ca07e0) (constant int (2)) ) (swiz z (var_ref p@0x21d8700) )) ) (array_ref (var_ref gl_ModelViewProjectionMatrix@0x1ca07e0) (constant int (3)) ) ) ) MOV TEMP[155], TEMP[154]; 163: (assign (constant bool (1)) (xyzw) (var_ref gl_Position@0x2155680) (var_ref flattening_tmp@0x2283a10) ) MOV OUTPUT[0], TEMP[155]; 164: (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (0)) ) (swiz x (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (0)) ) )) MUL TEMP[156], UNIFORM[0], STATE[6].xxxx; 165: (expression vec4 + (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (0)) ) (swiz x (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (0)) ) )) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (1)) ) (swiz y (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (0)) ) )) ) MAD TEMP[157], UNIFORM[1], STATE[6].yyyy, TEMP[156]; 166: (expression vec4 + (expression vec4 + (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (0)) ) (swiz x (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (0)) ) )) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (1)) ) (swiz y (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (0)) ) )) ) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (2)) ) (swiz z (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (0)) ) )) ) MAD TEMP[158], UNIFORM[2], STATE[6].zzzz, TEMP[157]; 167: (expression vec4 + (expression vec4 + (expression vec4 + (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (0)) ) (swiz x (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (0)) ) )) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (1)) ) (swiz y (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (0)) ) )) ) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (2)) ) (swiz z (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (0)) ) )) ) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (3)) ) (swiz w (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (0)) ) )) ) MAD TEMP[159], UNIFORM[3], STATE[6].wwww, TEMP[158]; 168: (assign (constant bool (1)) (xyzw) (array_ref (var_ref flattening_tmp@0x2284310) (constant int (0)) ) (expression vec4 + (expression vec4 + (expression vec4 + (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (0)) ) (swiz x (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (0)) ) )) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (1)) ) (swiz y (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (0)) ) )) ) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (2)) ) (swiz z (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (0)) ) )) ) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (3)) ) (swiz w (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (0)) ) )) ) ) MOV TEMP[160], TEMP[159]; 169: (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (0)) ) (swiz x (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (1)) ) )) MUL TEMP[164], UNIFORM[0], STATE[7].xxxx; 170: (expression vec4 + (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (0)) ) (swiz x (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (1)) ) )) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (1)) ) (swiz y (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (1)) ) )) ) MAD TEMP[165], UNIFORM[1], STATE[7].yyyy, TEMP[164]; 171: (expression vec4 + (expression vec4 + (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (0)) ) (swiz x (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (1)) ) )) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (1)) ) (swiz y (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (1)) ) )) ) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (2)) ) (swiz z (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (1)) ) )) ) MAD TEMP[166], UNIFORM[2], STATE[7].zzzz, TEMP[165]; 172: (expression vec4 + (expression vec4 + (expression vec4 + (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (0)) ) (swiz x (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (1)) ) )) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (1)) ) (swiz y (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (1)) ) )) ) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (2)) ) (swiz z (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (1)) ) )) ) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (3)) ) (swiz w (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (1)) ) )) ) MAD TEMP[167], UNIFORM[3], STATE[7].wwww, TEMP[166]; 173: (assign (constant bool (1)) (xyzw) (array_ref (var_ref flattening_tmp@0x2284310) (constant int (1)) ) (expression vec4 + (expression vec4 + (expression vec4 + (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (0)) ) (swiz x (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (1)) ) )) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (1)) ) (swiz y (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (1)) ) )) ) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (2)) ) (swiz z (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (1)) ) )) ) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (3)) ) (swiz w (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (1)) ) )) ) ) MOV TEMP[161], TEMP[167]; 174: (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (0)) ) (swiz x (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (2)) ) )) MUL TEMP[168], UNIFORM[0], STATE[8].xxxx; 175: (expression vec4 + (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (0)) ) (swiz x (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (2)) ) )) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (1)) ) (swiz y (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (2)) ) )) ) MAD TEMP[169], UNIFORM[1], STATE[8].yyyy, TEMP[168]; 176: (expression vec4 + (expression vec4 + (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (0)) ) (swiz x (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (2)) ) )) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (1)) ) (swiz y (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (2)) ) )) ) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (2)) ) (swiz z (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (2)) ) )) ) MAD TEMP[170], UNIFORM[2], STATE[8].zzzz, TEMP[169]; 177: (expression vec4 + (expression vec4 + (expression vec4 + (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (0)) ) (swiz x (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (2)) ) )) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (1)) ) (swiz y (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (2)) ) )) ) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (2)) ) (swiz z (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (2)) ) )) ) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (3)) ) (swiz w (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (2)) ) )) ) MAD TEMP[171], UNIFORM[3], STATE[8].wwww, TEMP[170]; 178: (assign (constant bool (1)) (xyzw) (array_ref (var_ref flattening_tmp@0x2284310) (constant int (2)) ) (expression vec4 + (expression vec4 + (expression vec4 + (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (0)) ) (swiz x (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (2)) ) )) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (1)) ) (swiz y (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (2)) ) )) ) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (2)) ) (swiz z (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (2)) ) )) ) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (3)) ) (swiz w (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (2)) ) )) ) ) MOV TEMP[162], TEMP[171]; 179: (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (0)) ) (swiz x (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (3)) ) )) MUL TEMP[172], UNIFORM[0], STATE[9].xxxx; 180: (expression vec4 + (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (0)) ) (swiz x (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (3)) ) )) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (1)) ) (swiz y (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (3)) ) )) ) MAD TEMP[173], UNIFORM[1], STATE[9].yyyy, TEMP[172]; 181: (expression vec4 + (expression vec4 + (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (0)) ) (swiz x (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (3)) ) )) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (1)) ) (swiz y (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (3)) ) )) ) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (2)) ) (swiz z (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (3)) ) )) ) MAD TEMP[174], UNIFORM[2], STATE[9].zzzz, TEMP[173]; 182: (expression vec4 + (expression vec4 + (expression vec4 + (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (0)) ) (swiz x (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (3)) ) )) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (1)) ) (swiz y (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (3)) ) )) ) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (2)) ) (swiz z (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (3)) ) )) ) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (3)) ) (swiz w (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (3)) ) )) ) MAD TEMP[175], UNIFORM[3], STATE[9].wwww, TEMP[174]; 183: (assign (constant bool (1)) (xyzw) (array_ref (var_ref flattening_tmp@0x2284310) (constant int (3)) ) (expression vec4 + (expression vec4 + (expression vec4 + (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (0)) ) (swiz x (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (3)) ) )) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (1)) ) (swiz y (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (3)) ) )) ) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (2)) ) (swiz z (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (3)) ) )) ) (expression vec4 * (array_ref (var_ref shadowMat@0x1aa0240) (constant int (3)) ) (swiz w (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (3)) ) )) ) ) MOV TEMP[163], TEMP[175]; 184: (expression vec4 * (array_ref (var_ref flattening_tmp@0x2284310) (constant int (0)) ) (swiz x (var_ref p@0x21d8700) )) MUL TEMP[176], TEMP[160], TEMP[118].xxxx; 185: (expression vec4 + (expression vec4 * (array_ref (var_ref flattening_tmp@0x2284310) (constant int (0)) ) (swiz x (var_ref p@0x21d8700) )) (expression vec4 * (array_ref (var_ref flattening_tmp@0x2284310) (constant int (1)) ) (swiz y (var_ref p@0x21d8700) )) ) MAD TEMP[177], TEMP[161], TEMP[118].yyyy, TEMP[176]; 186: (expression vec4 + (expression vec4 + (expression vec4 * (array_ref (var_ref flattening_tmp@0x2284310) (constant int (0)) ) (swiz x (var_ref p@0x21d8700) )) (expression vec4 * (array_ref (var_ref flattening_tmp@0x2284310) (constant int (1)) ) (swiz y (var_ref p@0x21d8700) )) ) (expression vec4 * (array_ref (var_ref flattening_tmp@0x2284310) (constant int (2)) ) (swiz z (var_ref p@0x21d8700) )) ) MAD TEMP[178], TEMP[162], TEMP[118].zzzz, TEMP[177]; 187: (expression vec4 + (expression vec4 + (expression vec4 + (expression vec4 * (array_ref (var_ref flattening_tmp@0x2284310) (constant int (0)) ) (swiz x (var_ref p@0x21d8700) )) (expression vec4 * (array_ref (var_ref flattening_tmp@0x2284310) (constant int (1)) ) (swiz y (var_ref p@0x21d8700) )) ) (expression vec4 * (array_ref (var_ref flattening_tmp@0x2284310) (constant int (2)) ) (swiz z (var_ref p@0x21d8700) )) ) (array_ref (var_ref flattening_tmp@0x2284310) (constant int (3)) ) ) ADD TEMP[179], TEMP[178], TEMP[163]; 188: (assign (constant bool (1)) (xyzw) (var_ref shadowTexCoord@0x1ccb970) (expression vec4 + (expression vec4 + (expression vec4 + (expression vec4 * (array_ref (var_ref flattening_tmp@0x2284310) (constant int (0)) ) (swiz x (var_ref p@0x21d8700) )) (expression vec4 * (array_ref (var_ref flattening_tmp@0x2284310) (constant int (1)) ) (swiz y (var_ref p@0x21d8700) )) ) (expression vec4 * (array_ref (var_ref flattening_tmp@0x2284310) (constant int (2)) ) (swiz z (var_ref p@0x21d8700) )) ) (array_ref (var_ref flattening_tmp@0x2284310) (constant int (3)) ) ) ) MOV OUTPUT[18], TEMP[179]; 189: (expression float * (expression float neg (record_ref (var_ref gl_Fog@0x21ab0b0) density) ) (swiz z (var_ref flattening_tmp@0x2283a10) )) MUL TEMP[181].x, TEMP[110].-x-x-x-x, TEMP[155].zzzz; 190: (expression float * (expression float * (expression float neg (record_ref (var_ref gl_Fog@0x21ab0b0) density) ) (swiz z (var_ref flattening_tmp@0x2283a10) )) (constant float (1.442695)) ) MUL TEMP[182].x, TEMP[181].xxxx, CONST[96].yyyy; 191: (expression float exp2 (expression float * (expression float * (expression float neg (record_ref (var_ref gl_Fog@0x21ab0b0) density) ) (swiz z (var_ref flattening_tmp@0x2283a10) )) (constant float (1.442695)) ) ) EX2 TEMP[183].x, TEMP[182].xxxx; 192: (assign (constant bool (1)) (x) (var_ref fogIntensity@0x1aa1d20) (expression float exp2 (expression float * (expression float * (expression float neg (record_ref (var_ref gl_Fog@0x21ab0b0) density) ) (swiz z (var_ref flattening_tmp@0x2283a10) )) (constant float (1.442695)) ) ) ) MOV OUTPUT[20], TEMP[183].xxxx; 193: (assign (constant bool (1)) () (var_ref mat_op_to_vec@0x2281f90) (array_ref (var_ref gl_TextureMatrix@0x21560d0) (constant int (0)) ) ) MOV TEMP[184], STATE[18]; 194: MOV TEMP[185], STATE[19]; 195: MOV TEMP[186], STATE[20]; 196: MOV TEMP[187], STATE[21]; 197: (expression vec4 * (array_ref (var_ref mat_op_to_vec@0x2281f90) (constant int (0)) ) (swiz x (var_ref p@0x21d8700) )) MUL TEMP[188], TEMP[184], TEMP[118].xxxx; 198: (expression vec4 + (expression vec4 * (array_ref (var_ref mat_op_to_vec@0x2281f90) (constant int (0)) ) (swiz x (var_ref p@0x21d8700) )) (expression vec4 * (array_ref (var_ref mat_op_to_vec@0x2281f90) (constant int (1)) ) (swiz y (var_ref p@0x21d8700) )) ) MAD TEMP[189], TEMP[185], TEMP[118].yyyy, TEMP[188]; 199: (expression vec4 + (expression vec4 + (expression vec4 * (array_ref (var_ref mat_op_to_vec@0x2281f90) (constant int (0)) ) (swiz x (var_ref p@0x21d8700) )) (expression vec4 * (array_ref (var_ref mat_op_to_vec@0x2281f90) (constant int (1)) ) (swiz y (var_ref p@0x21d8700) )) ) (expression vec4 * (array_ref (var_ref mat_op_to_vec@0x2281f90) (constant int (2)) ) (swiz z (var_ref p@0x21d8700) )) ) MAD TEMP[190], TEMP[186], TEMP[118].zzzz, TEMP[189]; 200: (expression vec4 + (expression vec4 + (expression vec4 + (expression vec4 * (array_ref (var_ref mat_op_to_vec@0x2281f90) (constant int (0)) ) (swiz x (var_ref p@0x21d8700) )) (expression vec4 * (array_ref (var_ref mat_op_to_vec@0x2281f90) (constant int (1)) ) (swiz y (var_ref p@0x21d8700) )) ) (expression vec4 * (array_ref (var_ref mat_op_to_vec@0x2281f90) (constant int (2)) ) (swiz z (var_ref p@0x21d8700) )) ) (array_ref (var_ref mat_op_to_vec@0x2281f90) (constant int (3)) ) ) ADD TEMP[191], TEMP[190], TEMP[187]; 201: (assign (constant bool (1)) (xyz) (var_ref camoCoords@0x1aa2870) (swiz xyz (expression vec4 + (expression vec4 + (expression vec4 + (expression vec4 * (array_ref (var_ref mat_op_to_vec@0x2281f90) (constant int (0)) ) (swiz x (var_ref p@0x21d8700) )) (expression vec4 * (array_ref (var_ref mat_op_to_vec@0x2281f90) (constant int (1)) ) (swiz y (var_ref p@0x21d8700) )) ) (expression vec4 * (array_ref (var_ref mat_op_to_vec@0x2281f90) (constant int (2)) ) (swiz z (var_ref p@0x21d8700) )) ) (array_ref (var_ref mat_op_to_vec@0x2281f90) (constant int (3)) ) ) )) MOV OUTPUT[19].xyz, TEMP[191].xyzz; 202: (expression vec4 * (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (0)) ) (swiz x (var_ref p@0x21d8700) )) MUL TEMP[192], STATE[6], TEMP[118].xxxx; 203: (expression vec4 + (expression vec4 * (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (0)) ) (swiz x (var_ref p@0x21d8700) )) (expression vec4 * (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (1)) ) (swiz y (var_ref p@0x21d8700) )) ) MAD TEMP[193], STATE[7], TEMP[118].yyyy, TEMP[192]; 204: (expression vec4 + (expression vec4 + (expression vec4 * (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (0)) ) (swiz x (var_ref p@0x21d8700) )) (expression vec4 * (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (1)) ) (swiz y (var_ref p@0x21d8700) )) ) (expression vec4 * (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (2)) ) (swiz z (var_ref p@0x21d8700) )) ) MAD TEMP[194], STATE[8], TEMP[118].zzzz, TEMP[193]; 205: (expression vec4 + (expression vec4 + (expression vec4 + (expression vec4 * (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (0)) ) (swiz x (var_ref p@0x21d8700) )) (expression vec4 * (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (1)) ) (swiz y (var_ref p@0x21d8700) )) ) (expression vec4 * (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (2)) ) (swiz z (var_ref p@0x21d8700) )) ) (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (3)) ) ) ADD TEMP[195], TEMP[194], STATE[9]; 206: (assign (constant bool (1)) (xyz) (var_ref pos@0x21d84e0) (swiz xyz (expression vec4 + (expression vec4 + (expression vec4 + (expression vec4 * (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (0)) ) (swiz x (var_ref p@0x21d8700) )) (expression vec4 * (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (1)) ) (swiz y (var_ref p@0x21d8700) )) ) (expression vec4 * (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (2)) ) (swiz z (var_ref p@0x21d8700) )) ) (array_ref (var_ref gl_ModelViewMatrix@0x1de4530) (constant int (3)) ) ) )) MOV TEMP[196].xyz, TEMP[195].xyzz; 207: (expression vec3 * (array_ref (var_ref gl_NormalMatrix@0x1ca0360) (constant int (0)) ) (swiz x (var_ref n@0x21d85f0) )) MUL TEMP[197].xyz, STATE[14].xyzz, TEMP[127].xxxx; 208: (expression vec3 + (expression vec3 * (array_ref (var_ref gl_NormalMatrix@0x1ca0360) (constant int (0)) ) (swiz x (var_ref n@0x21d85f0) )) (expression vec3 * (array_ref (var_ref gl_NormalMatrix@0x1ca0360) (constant int (1)) ) (swiz y (var_ref n@0x21d85f0) )) ) MAD TEMP[198], STATE[15].xyzz, TEMP[127].yyyy, TEMP[197].xyzz; 209: (expression vec3 + (expression vec3 + (expression vec3 * (array_ref (var_ref gl_NormalMatrix@0x1ca0360) (constant int (0)) ) (swiz x (var_ref n@0x21d85f0) )) (expression vec3 * (array_ref (var_ref gl_NormalMatrix@0x1ca0360) (constant int (1)) ) (swiz y (var_ref n@0x21d85f0) )) ) (expression vec3 * (array_ref (var_ref gl_NormalMatrix@0x1ca0360) (constant int (2)) ) (swiz z (var_ref n@0x21d85f0) )) ) MAD TEMP[199], STATE[16].xyzz, TEMP[127].zzzz, TEMP[198].xyzz; 210: (assign (constant bool (1)) (xyz) (var_ref flattening_tmp@0x2284cd0) (expression vec3 + (expression vec3 + (expression vec3 * (array_ref (var_ref gl_NormalMatrix@0x1ca0360) (constant int (0)) ) (swiz x (var_ref n@0x21d85f0) )) (expression vec3 * (array_ref (var_ref gl_NormalMatrix@0x1ca0360) (constant int (1)) ) (swiz y (var_ref n@0x21d85f0) )) ) (expression vec3 * (array_ref (var_ref gl_NormalMatrix@0x1ca0360) (constant int (2)) ) (swiz z (var_ref n@0x21d85f0) )) ) ) MOV TEMP[200].xyz, TEMP[199].xyzz; 211: (assign (constant bool (1)) (xyz) (var_ref norm@0x21d83d0) (var_ref flattening_tmp@0x2284cd0) ) MOV TEMP[201].xyz, TEMP[200].xyzz; 212: (assign (constant bool (1)) (xyz) (var_ref arg0@0x2243c60) (swiz xyz (record_ref (array_ref (var_ref gl_LightSource@0x1a8cd80) (constant int (0)) ) position) )) MOV TEMP[202].xyz, TEMP[4].xyzz; 213: (expression float dot (var_ref arg0@0x2243c60) (var_ref arg0@0x2243c60) ) DP3 TEMP[203].x, TEMP[202].xyzz, TEMP[202].xyzz; 214: (expression float rsq (expression float dot (var_ref arg0@0x2243c60) (var_ref arg0@0x2243c60) ) ) RSQ TEMP[204].x, TEMP[203].xxxx; 215: (expression vec3 * (var_ref arg0@0x2243c60) (expression float rsq (expression float dot (var_ref arg0@0x2243c60) (var_ref arg0@0x2243c60) ) ) ) MUL TEMP[205].xyz, TEMP[202].xyzz, TEMP[204].xxxx; 216: (expression float dot (var_ref flattening_tmp@0x2284cd0) (expression vec3 * (var_ref arg0@0x2243c60) (expression float rsq (expression float dot (var_ref arg0@0x2243c60) (var_ref arg0@0x2243c60) ) ) ) ) DP3 TEMP[206].x, TEMP[200].xyzz, TEMP[205].xyzz; 217: (expression float max (expression float dot (var_ref flattening_tmp@0x2284cd0) (expression vec3 * (var_ref arg0@0x2243c60) (expression float rsq (expression float dot (var_ref arg0@0x2243c60) (var_ref arg0@0x2243c60) ) ) ) ) (constant float (0.000000)) ) MAX TEMP[207].x, TEMP[206].xxxx, CONST[98].xxxx; 218: (expression vec4 * (expression float max (expression float dot (var_ref flattening_tmp@0x2284cd0) (expression vec3 * (var_ref arg0@0x2243c60) (expression float rsq (expression float dot (var_ref arg0@0x2243c60) (var_ref arg0@0x2243c60) ) ) ) ) (constant float (0.000000)) ) (record_ref (array_ref (var_ref gl_LightSource@0x1a8cd80) (constant int (0)) ) diffuse) ) MUL TEMP[208], TEMP[207].xxxx, TEMP[2]; 219: (assign (constant bool (1)) (xyzw) (var_ref mainLighting@0x1ccc8a0) (expression vec4 * (expression float max (expression float dot (var_ref flattening_tmp@0x2284cd0) (expression vec3 * (var_ref arg0@0x2243c60) (expression float rsq (expression float dot (var_ref arg0@0x2243c60) (var_ref arg0@0x2243c60) ) ) ) ) (constant float (0.000000)) ) (record_ref (array_ref (var_ref gl_LightSource@0x1a8cd80) (constant int (0)) ) diffuse) ) ) MOV OUTPUT[16], TEMP[208]; 220: (assign (constant bool (1)) (xyzw) (var_ref Idiff@0x21dfdc0) (constant vec4 (0.000000 0.000000 0.000000 0.000000)) ) MOV TEMP[209], CONST[99]; 221: (assign (constant bool (1)) (x) (var_ref i@0x21dfcb0) (constant int (1)) ) MOV TEMP[210], CONST[96].xxxx; 222: BGNLOOP; # (end at 256) 223: (expression bool >= (var_ref i@0x21dfcb0) (constant int (0)) ) SGE.C TEMP[211].x, TEMP[210].xxxx, CONST[98].xxxx; 224: IF (NE.xxxx); # (if false, goto 226); 225: BRK (TR.xxxx); # (goto 256); 226: ENDIF; 227: (array_ref (var_ref gl_LightSource@0x1a8cd80) (var_ref i@0x21dfcb0) ) MUL TEMP[212], TEMP[210].xxxx, CONST[96].zzzz; 228: (expression vec3 + (swiz xyz (record_ref (array_ref (var_ref gl_LightSource@0x1a8cd80) (var_ref i@0x21dfcb0) ) position) )(expression vec3 neg (var_ref pos@0x21d84e0) ) ) ARL ADDR[0].x, TEMP[212].xxxx; 229: ADD TEMP[214].xyz, TEMP[ADDR+4].xyzz, TEMP[196].-x-y-z-z; 230: (assign (constant bool (1)) (xyz) (var_ref assignment_tmp@0x21e1d70) (expression vec3 + (swiz xyz (record_ref (array_ref (var_ref gl_LightSource@0x1a8cd80) (var_ref i@0x21dfcb0) ) position) )(expression vec3 neg (var_ref pos@0x21d84e0) ) ) ) MOV TEMP[215].xyz, TEMP[214].xyzz; 231: (expression float dot (var_ref assignment_tmp@0x21e1d70) (var_ref assignment_tmp@0x21e1d70) ) DP3 TEMP[216].x, TEMP[215].xyzz, TEMP[215].xyzz; 232: (expression float sqrt (expression float dot (var_ref assignment_tmp@0x21e1d70) (var_ref assignment_tmp@0x21e1d70) ) ) RSQ TEMP[217].x, TEMP[216].xxxx; 233: MUL TEMP[217].x, TEMP[217].xxxx, TEMP[216].xxxx; 234: CMP TEMP[217].x, TEMP[216].-x-x-x-x, TEMP[217].xxxx, CONST[98].xxxx; 235: (assign (constant bool (1)) (x) (var_ref _ret_val@0x2245790) (expression float sqrt (expression float dot (var_ref assignment_tmp@0x21e1d70) (var_ref assignment_tmp@0x21e1d70) ) ) ) MOV TEMP[218], TEMP[217].xxxx; 236: (expression float dot (var_ref assignment_tmp@0x21e1d70) (var_ref assignment_tmp@0x21e1d70) ) DP3 TEMP[219].x, TEMP[215].xyzz, TEMP[215].xyzz; 237: (expression float rsq (expression float dot (var_ref assignment_tmp@0x21e1d70) (var_ref assignment_tmp@0x21e1d70) ) ) RSQ TEMP[220].x, TEMP[219].xxxx; 238: (expression vec3 * (var_ref assignment_tmp@0x21e1d70) (expression float rsq (expression float dot (var_ref assignment_tmp@0x21e1d70) (var_ref assignment_tmp@0x21e1d70) ) ) ) MUL TEMP[221].xyz, TEMP[215].xyzz, TEMP[220].xxxx; 239: (expression float dot (var_ref norm@0x21d83d0) (expression vec3 * (var_ref assignment_tmp@0x21e1d70) (expression float rsq (expression float dot (var_ref assignment_tmp@0x21e1d70) (var_ref assignment_tmp@0x21e1d70) ) ) ) ) DP3 TEMP[222].x, TEMP[201].xyzz, TEMP[221].xyzz; 240: (expression float max (expression float dot (var_ref norm@0x21d83d0) (expression vec3 * (var_ref assignment_tmp@0x21e1d70) (expression float rsq (expression float dot (var_ref assignment_tmp@0x21e1d70) (var_ref assignment_tmp@0x21e1d70) ) ) ) ) (constant float (0.000000)) ) MAX TEMP[223].x, TEMP[222].xxxx, CONST[98].xxxx; 241: (array_ref (var_ref gl_LightSource@0x1a8cd80) (var_ref i@0x21dfcb0) ) MUL TEMP[224], TEMP[210].xxxx, CONST[96].zzzz; 242: (expression vec4 * (expression float max (expression float dot (var_ref norm@0x21d83d0) (expression vec3 * (var_ref assignment_tmp@0x21e1d70) (expression float rsq (expression float dot (var_ref assignment_tmp@0x21e1d70) (var_ref assignment_tmp@0x21e1d70) ) ) ) ) (constant float (0.000000)) ) (record_ref (array_ref (var_ref gl_LightSource@0x1a8cd80) (var_ref i@0x21dfcb0) ) diffuse) ) ARL ADDR[0].x, TEMP[224].xxxx; 243: MUL TEMP[225], TEMP[223].xxxx, TEMP[ADDR+2]; 244: (array_ref (var_ref gl_LightSource@0x1a8cd80) (var_ref i@0x21dfcb0) ) MUL TEMP[226], TEMP[210].xxxx, CONST[96].zzzz; 245: (expression float * (record_ref (array_ref (var_ref gl_LightSource@0x1a8cd80) (var_ref i@0x21dfcb0) ) quadraticAttenuation) (var_ref _ret_val@0x2245790) ) ARL ADDR[0].x, TEMP[226].xxxx; 246: MUL TEMP[227].x, TEMP[ADDR+12].xxxx, TEMP[218].xxxx; 247: (array_ref (var_ref gl_LightSource@0x1a8cd80) (var_ref i@0x21dfcb0) ) MUL TEMP[228], TEMP[210].xxxx, CONST[96].zzzz; 248: (expression float * (record_ref (array_ref (var_ref gl_LightSource@0x1a8cd80) (var_ref i@0x21dfcb0) ) constantAttenuation) (var_ref _ret_val@0x2245790) ) ARL ADDR[0].x, TEMP[228].xxxx; 249: MUL TEMP[229].x, TEMP[ADDR+10].xxxx, TEMP[218].xxxx; 250: (expression float + (expression float * (record_ref (array_ref (var_ref gl_LightSource@0x1a8cd80) (var_ref i@0x21dfcb0) ) constantAttenuation) (var_ref _ret_val@0x2245790) ) (expression float * (expression float * (record_ref (array_ref (var_ref gl_LightSource@0x1a8cd80) (var_ref i@0x21dfcb0) ) quadraticAttenuation) (var_ref _ret_val@0x2245790) ) (var_ref _ret_val@0x2245790) ) ) MAD TEMP[230], TEMP[227].xxxx, TEMP[218].xxxx, TEMP[229].xxxx; 251: (expression float rcp (expression float + (expression float * (record_ref (array_ref (var_ref gl_LightSource@0x1a8cd80) (var_ref i@0x21dfcb0) ) constantAttenuation) (var_ref _ret_val@0x2245790) ) (expression float * (expression float * (record_ref (array_ref (var_ref gl_LightSource@0x1a8cd80) (var_ref i@0x21dfcb0) ) quadraticAttenuation) (var_ref _ret_val@0x2245790) ) (var_ref _ret_val@0x2245790) ) ) ) RCP TEMP[231].x, TEMP[230].xxxx; 252: (expression vec4 + (var_ref Idiff@0x21dfdc0) (expression vec4 * (expression vec4 * (expression float max (expression float dot (var_ref norm@0x21d83d0) (expression vec3 * (var_ref assignment_tmp@0x21e1d70) (expression float rsq (expression float dot (var_ref assignment_tmp@0x21e1d70) (var_ref assignment_tmp@0x21e1d70) ) ) ) ) (constant float (0.000000)) ) (record_ref (array_ref (var_ref gl_LightSource@0x1a8cd80) (var_ref i@0x21dfcb0) ) diffuse) ) (expression float rcp (expression float + (expression float * (record_ref (array_ref (var_ref gl_LightSource@0x1a8cd80) (var_ref i@0x21dfcb0) ) constantAttenuation) (var_ref _ret_val@0x2245790) ) (expression float * (expression float * (record_ref (array_ref (var_ref gl_LightSource@0x1a8cd80) (var_ref i@0x21dfcb0) ) quadraticAttenuation) (var_ref _ret_val@0x2245790) ) (var_ref _ret_val@0x2245790) ) ) ) ) ) MAD TEMP[232], TEMP[225], TEMP[231].xxxx, TEMP[209]; 253: (assign (constant bool (1)) (xyzw) (var_ref Idiff@0x21dfdc0) (expression vec4 + (var_ref Idiff@0x21dfdc0) (expression vec4 * (expression vec4 * (expression float max (expression float dot (var_ref norm@0x21d83d0) (expression vec3 * (var_ref assignment_tmp@0x21e1d70) (expression float rsq (expression float dot (var_ref assignment_tmp@0x21e1d70) (var_ref assignment_tmp@0x21e1d70) ) ) ) ) (constant float (0.000000)) ) (record_ref (array_ref (var_ref gl_LightSource@0x1a8cd80) (var_ref i@0x21dfcb0) ) diffuse) ) (expression float rcp (expression float + (expression float * (record_ref (array_ref (var_ref gl_LightSource@0x1a8cd80) (var_ref i@0x21dfcb0) ) constantAttenuation) (var_ref _ret_val@0x2245790) ) (expression float * (expression float * (record_ref (array_ref (var_ref gl_LightSource@0x1a8cd80) (var_ref i@0x21dfcb0) ) quadraticAttenuation) (var_ref _ret_val@0x2245790) ) (var_ref _ret_val@0x2245790) ) ) ) ) ) ) MOV TEMP[209], TEMP[232]; 254: (expression int + (var_ref i@0x21dfcb0) (constant int (1)) ) ADD TEMP[233].x, TEMP[210].xxxx, CONST[96].xxxx; 255: (assign (constant bool (1)) (x) (var_ref i@0x21dfcb0) (expression int + (var_ref i@0x21dfcb0) (constant int (1)) ) ) MOV TEMP[210], TEMP[233].xxxx; 256: ENDLOOP; # (goto 222) 257: (expression vec4 + (record_ref (var_ref gl_LightModel@0x1d87200) ambient) (var_ref Idiff@0x21dfdc0) ) ADD TEMP[234], STATE[17], TEMP[209]; 258: (assign (constant bool (1)) (xyzw) (var_ref lightingColor@0x1ccc0e0) (expression vec4 + (record_ref (var_ref gl_LightModel@0x1d87200) ambient) (var_ref Idiff@0x21dfdc0) ) ) MOV OUTPUT[17], TEMP[234]; 259: END GLSL IR for linked fragment program 10: ( (declare (in ) vec4 mainLighting@0x2192510) (declare (in ) vec4 lightingColor@0x21b3d30) (declare (in ) vec3 camoCoords@0x2191910) (declare (in ) float fogIntensity@0x2194df0) (declare (uniform ) vec4 teamColor@0x21953c0) (declare (uniform ) vec4 renderParameters@0x21954b0) (declare (uniform ) sampler3D noiseTexture@0x21af4d0) (declare (uniform ) sampler2D alphaTexture@0x21cb170) (declare (uniform ) sampler2D camoTexture@0x2192c00) (declare (uniform ) sampler2D teamColorTexture@0x21aea80) (declare (uniform ) sampler2D mainTexture@0x2192960) (declare (uniform ) vec3 color3@0x21985d0) (declare (uniform ) vec3 color2@0x21b11e0) (declare (uniform ) vec3 color1@0x2192d20) (declare (uniform ) vec4 renderParameters3@0x2192ea0) (declare (uniform ) vec4 renderParameters2@0x2193710) (declare (out ) vec4 gl_FragColor@0x21b3190) (declare (uniform ) gl_FogParameters gl_Fog@0x2191c40) (declare (in ) (array vec4 0) gl_TexCoord@0x21b25c0) (function main (signature void (parameters ) ( (declare () vec3 intensity@0x2212b50) (declare () vec4 main_texture_color@0x2212ca0) (declare () vec3 unit_rand_offset@0x2212f40) (declare () float team_color_ammount@0x2213090) (declare () vec4 base_color@0x22131e0) (declare (temporary ) vec2 assignment_tmp@0x22135d0) (assign (constant bool (1)) (xy) (var_ref assignment_tmp@0x22135d0) (swiz xy (array_ref (var_ref gl_TexCoord@0x21b25c0) (constant int (0)) ) )) (declare (temporary ) float assignment_tmp@0x22140e0) (assign (constant bool (1)) (x) (var_ref assignment_tmp@0x22140e0) (swiz w (tex (var_ref alphaTexture@0x21cb170) (var_ref assignment_tmp@0x22135d0) (0 0 0) 1 () ))) (if (expression bool <= (var_ref assignment_tmp@0x22140e0) (constant float (0.200000)) ) ( (discard ) ) ()) (assign (constant bool (1)) (xyz) (var_ref base_color@0x22131e0) (swiz xyz (tex (var_ref mainTexture@0x2192960) (var_ref assignment_tmp@0x22135d0) (0 0 0) 1 () ))) (assign (constant bool (1)) (w) (var_ref base_color@0x22131e0) (swiz wwww (tex (var_ref teamColorTexture@0x21aea80) (var_ref assignment_tmp@0x22135d0) (0 0 0) 1 () ))) (assign (constant bool (1)) (x) (var_ref team_color_ammount@0x2213090) (swiz w (var_ref base_color@0x22131e0) )) (assign (constant bool (1)) (xyz) (var_ref unit_rand_offset@0x2212f40) (expression vec3 * (var_ref camoCoords@0x2191910) (constant float (0.062500)) ) ) (declare (temporary ) float assignment_tmp@0x2216090) (assign (constant bool (1)) (x) (var_ref assignment_tmp@0x2216090) (expression float * (swiz y (var_ref renderParameters2@0x2193710) )(swiz w (tex (var_ref camoTexture@0x2192c00) (var_ref assignment_tmp@0x22135d0) (0 0 0) 1 () ))) ) (if (expression bool > (var_ref assignment_tmp@0x2216090) (constant float (0.000000)) ) ( (declare () vec3 camo_color@0x2216a80) (declare (temporary ) float assignment_tmp@0x2217e50) (assign (constant bool (1)) (x) (var_ref assignment_tmp@0x2217e50) (expression float * (expression float + (expression float + (swiz w (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 * (var_ref camoCoords@0x2191910) (constant float (0.031250)) ) (0 0 0) 1 () ))(swiz w (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 * (var_ref camoCoords@0x2191910) (constant float (0.062500)) ) (0 0 0) 1 () ))) (swiz w (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 * (var_ref camoCoords@0x2191910) (constant float (0.125000)) ) (0 0 0) 1 () ))) (constant float (0.333333)) ) ) (if (expression bool < (var_ref assignment_tmp@0x2217e50) (constant float (0.500000)) ) ( (declare () float arg2@0x224fca0) (assign (constant bool (1)) (x) (var_ref arg2@0x224fca0) (expression float * (constant float (2.000000)) (var_ref assignment_tmp@0x2217e50) ) ) (assign (constant bool (1)) (xyz) (var_ref camo_color@0x2216a80) (expression vec3 + (expression vec3 * (var_ref color1@0x2192d20) (expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x224fca0) ) ) ) (expression vec3 * (var_ref color2@0x21b11e0) (var_ref arg2@0x224fca0) ) ) ) ) ( (declare () float arg2@0x2250c10) (assign (constant bool (1)) (x) (var_ref arg2@0x2250c10) (expression float * (constant float (2.000000)) (expression float + (var_ref assignment_tmp@0x2217e50) (constant float (-0.500000)) ) ) ) (assign (constant bool (1)) (xyz) (var_ref camo_color@0x2216a80) (expression vec3 + (expression vec3 * (var_ref color2@0x21b11e0) (expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x2250c10) ) ) ) (expression vec3 * (var_ref color3@0x21985d0) (var_ref arg2@0x2250c10) ) ) ) )) (assign (constant bool (1)) (xyz) (var_ref base_color@0x22131e0) (swiz xyz (expression vec3 + (expression vec3 * (swiz xyz (var_ref base_color@0x22131e0) )(expression float + (constant float (1.000000)) (expression float neg (var_ref assignment_tmp@0x2216090) ) ) ) (expression vec3 * (var_ref camo_color@0x2216a80) (var_ref assignment_tmp@0x2216090) ) ) )) ) ()) (declare () float arg2@0x2253190) (assign (constant bool (1)) (x) (var_ref arg2@0x2253190) (swiz x (var_ref renderParameters@0x21954b0) )) (assign (constant bool (1)) (x) (var_ref base_color@0x22131e0) (expression float + (expression float * (swiz x (var_ref base_color@0x22131e0) )(expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x2253190) ) ) ) (expression float * (expression float sqrt (swiz x (var_ref base_color@0x22131e0) )) (var_ref arg2@0x2253190) ) ) ) (declare () float arg2@0x22547a0) (assign (constant bool (1)) (x) (var_ref arg2@0x22547a0) (swiz y (var_ref renderParameters@0x21954b0) )) (assign (constant bool (1)) (z) (var_ref base_color@0x22131e0) (swiz xxx (expression float + (expression float * (swiz z (var_ref base_color@0x22131e0) )(expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x22547a0) ) ) ) (expression float * (expression float sqrt (swiz z (var_ref base_color@0x22131e0) )) (var_ref arg2@0x22547a0) ) ) )) (declare () float arg2@0x2255710) (assign (constant bool (1)) (x) (var_ref arg2@0x2255710) (expression float * (swiz x (var_ref renderParameters@0x21954b0) )(swiz y (var_ref renderParameters@0x21954b0) )) ) (assign (constant bool (1)) (y) (var_ref base_color@0x22131e0) (swiz xx (expression float + (expression float * (swiz y (var_ref base_color@0x22131e0) )(expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x2255710) ) ) ) (expression float * (expression float * (swiz y (var_ref base_color@0x22131e0) )(swiz y (var_ref base_color@0x22131e0) )) (var_ref arg2@0x2255710) ) ) )) (declare () float arg2@0x2256d20) (assign (constant bool (1)) (x) (var_ref arg2@0x2256d20) (swiz x (var_ref renderParameters3@0x2192ea0) )) (assign (constant bool (1)) (xy) (var_ref base_color@0x22131e0) (expression vec2 + (expression vec2 * (swiz xy (var_ref base_color@0x22131e0) )(expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x2256d20) ) ) ) (expression vec2 * (expression vec2 sqrt (swiz xy (var_ref base_color@0x22131e0) )) (var_ref arg2@0x2256d20) ) ) ) (assign (constant bool (1)) (xyzw) (var_ref main_texture_color@0x2212ca0) (expression vec4 * (var_ref base_color@0x22131e0) (expression vec4 + (var_ref mainLighting@0x2192510) (var_ref lightingColor@0x21b3d30) ) ) ) (assign (constant bool (1)) (w) (var_ref main_texture_color@0x2212ca0) (swiz xxxx (expression float * (var_ref assignment_tmp@0x22140e0) (swiz w (var_ref teamColor@0x21953c0) )) )) (declare (temporary ) bool or_tmp@0x221de50) (if (expression bool < (swiz z (var_ref renderParameters@0x21954b0) )(constant float (1.000000)) ) ( (assign (constant bool (1)) (x) (var_ref or_tmp@0x221de50) (constant bool (1)) ) ) ( (assign (constant bool (1)) (x) (var_ref or_tmp@0x221de50) (expression bool > (swiz z (var_ref renderParameters2@0x2193710) )(constant float (0.000000)) ) ) )) (if (var_ref or_tmp@0x221de50) ( (declare (temporary ) vec3 vec_ctor@0x221ecc0) (assign (constant bool (1)) (z) (var_ref vec_ctor@0x221ecc0) (constant vec3 (0.000000 0.000000 0.000000)) ) (assign (constant bool (1)) (x) (var_ref vec_ctor@0x221ecc0) (swiz xxx (var_ref assignment_tmp@0x22135d0) )) (assign (constant bool (1)) (y) (var_ref vec_ctor@0x221ecc0) (swiz yyy (var_ref assignment_tmp@0x22135d0) )) (declare () float _ret_val@0x2258fc0) (assign (constant bool (1)) (x) (var_ref _ret_val@0x2258fc0) (expression float pow (expression float * (expression float + (expression float + (expression float * (constant float (3.000000)) (swiz w (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 * (constant float (0.200000)) (var_ref vec_ctor@0x221ecc0) ) (0 0 0) 1 () ))) (expression float * (constant float (2.000000)) (swiz w (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 * (constant float (0.500000)) (var_ref vec_ctor@0x221ecc0) ) (0 0 0) 1 () ))) ) (swiz w (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 * (constant float (2.000000)) (var_ref vec_ctor@0x221ecc0) ) (0 0 0) 1 () ))) (constant float (0.166667)) ) (constant float (1.600000)) ) ) (if (expression bool < (swiz z (var_ref renderParameters@0x21954b0) )(var_ref _ret_val@0x2258fc0) ) ( (assign (constant bool (1)) (xyz) (var_ref main_texture_color@0x2212ca0) (swiz xyz (expression vec3 * (swiz xyz (var_ref main_texture_color@0x2212ca0) )(expression float + (constant float (1.000000)) (expression float neg (expression float pow (expression float + (var_ref _ret_val@0x2258fc0) (expression float neg (swiz z (var_ref renderParameters@0x21954b0) )) ) (constant float (0.380000)) ) ) ) ) )) ) ()) (declare (temporary ) vec4 vec_ctor@0x2222d70) (assign (constant bool (1)) (w) (var_ref vec_ctor@0x2222d70) (constant vec4 (0.000000 0.000000 0.000000 0.000000)) ) (assign (constant bool (1)) (xyz) (var_ref vec_ctor@0x2222d70) (swiz xxxx (var_ref _ret_val@0x2258fc0) )) (declare () float arg2@0x225b5c0) (assign (constant bool (1)) (x) (var_ref arg2@0x225b5c0) (swiz z (var_ref renderParameters2@0x2193710) )) (assign (constant bool (1)) (xyzw) (var_ref main_texture_color@0x2212ca0) (expression vec4 + (expression vec4 * (var_ref main_texture_color@0x2212ca0) (expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x225b5c0) ) ) ) (expression vec4 * (var_ref vec_ctor@0x2222d70) (var_ref arg2@0x225b5c0) ) ) ) ) ()) (if (expression bool > (swiz w (var_ref renderParameters@0x21954b0) )(constant float (0.000000)) ) ( (declare (temporary ) vec3 vec_ctor@0x2223da0) (assign (constant bool (1)) (xz) (var_ref vec_ctor@0x2223da0) (constant vec3 (0.000000 0.000000 0.000000)) ) (assign (constant bool (1)) (y) (var_ref vec_ctor@0x2223da0) (swiz xxx (expression float * (swiz w (var_ref renderParameters@0x21954b0) )(constant float (0.125000)) ) )) (declare () float _ret_val@0x225c8a0) (declare () float t@0x225cef0) (assign (constant bool (1)) (x) (var_ref t@0x225cef0) (expression float max (expression float min (expression float * (swiz w (var_ref renderParameters@0x21954b0) )(expression float rcp (swiz w (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 + (var_ref unit_rand_offset@0x2212f40) (var_ref vec_ctor@0x2223da0) ) (0 0 0) 1 () ))) ) (constant float (1.000000)) ) (constant float (0.000000)) ) ) (assign (constant bool (1)) (x) (var_ref _ret_val@0x225c8a0) (expression float * (var_ref t@0x225cef0) (expression float * (var_ref t@0x225cef0) (expression float + (constant float (3.000000)) (expression float neg (expression float * (constant float (2.000000)) (var_ref t@0x225cef0) ) ) ) ) ) ) (assign (constant bool (1)) (xyzw) (var_ref main_texture_color@0x2212ca0) (expression vec4 + (expression vec4 * (constant vec4 (1.000000 1.000000 1.000000 0.000000)) (expression float + (constant float (1.000000)) (expression float neg (var_ref _ret_val@0x225c8a0) ) ) ) (expression vec4 * (var_ref main_texture_color@0x2212ca0) (var_ref _ret_val@0x225c8a0) ) ) ) ) ()) (if (expression bool <= (swiz w (var_ref main_texture_color@0x2212ca0) )(constant float (0.200000)) ) ( (discard ) ) ()) (declare () float _ret_val@0x225f2f0) (assign (constant bool (1)) (x) (var_ref _ret_val@0x225f2f0) (expression float max (constant float (0.000000)) (expression float + (var_ref fogIntensity@0x2194df0) (expression float neg (swiz y (var_ref renderParameters3@0x2192ea0) )) ) ) ) (assign (constant bool (1)) (xyz) (var_ref main_texture_color@0x2212ca0) (swiz xyz (expression vec3 + (expression vec3 * (swiz xyz (record_ref (var_ref gl_Fog@0x2191c40) color) )(expression float + (constant float (1.000000)) (expression float neg (var_ref _ret_val@0x225f2f0) ) ) ) (expression vec3 * (swiz xyz (var_ref main_texture_color@0x2212ca0) )(var_ref _ret_val@0x225f2f0) ) ) )) (assign (constant bool (1)) (xyz) (var_ref main_texture_color@0x2212ca0) (swiz xyz (expression vec3 + (constant vec3 (1.000000 1.000000 1.000000)) (expression vec3 neg (expression vec3 exp2 (expression vec3 * (constant float (-3.173929)) (swiz xyz (var_ref main_texture_color@0x2212ca0) )) ) ) ) )) (assign (constant bool (1)) (xyz) (var_ref intensity@0x2212b50) (swiz xxx (expression float dot (swiz xyz (var_ref main_texture_color@0x2212ca0) )(constant vec3 (0.212500 0.715400 0.072100)) ) )) (declare () float _ret_val@0x2261b20) (assign (constant bool (1)) (x) (var_ref _ret_val@0x2261b20) (expression float max (expression float min (expression float neg (swiz w (var_ref renderParameters2@0x2193710) )) (constant float (0.500000)) ) (constant float (-0.500000)) ) ) (declare () vec3 _ret_val@0x2262740) (assign (constant bool (1)) (xyz) (var_ref _ret_val@0x2262740) (expression vec3 + (expression vec3 * (var_ref intensity@0x2212b50) (expression float + (constant float (1.000000)) (expression float neg (var_ref _ret_val@0x2261b20) ) ) ) (expression vec3 * (constant vec3 (0.800000 0.400000 0.200000)) (var_ref _ret_val@0x2261b20) ) ) ) (assign (constant bool (1)) (xyz) (var_ref intensity@0x2212b50) (var_ref _ret_val@0x2262740) ) (declare () float arg2@0x2263b20) (assign (constant bool (1)) (x) (var_ref arg2@0x2263b20) (expression float neg (swiz w (var_ref renderParameters2@0x2193710) )) ) (assign (constant bool (1)) (xyz) (var_ref main_texture_color@0x2212ca0) (swiz xyz (expression vec3 + (expression vec3 * (swiz xyz (var_ref main_texture_color@0x2212ca0) )(expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x2263b20) ) ) ) (expression vec3 * (var_ref _ret_val@0x2262740) (var_ref arg2@0x2263b20) ) ) )) (declare (temporary ) float assignment_tmp@0x22294a0) (assign (constant bool (1)) (x) (var_ref assignment_tmp@0x22294a0) (expression float + (constant float (1.000000)) (expression float neg (swiz z (var_ref renderParameters2@0x2193710) )) ) ) (assign (constant bool (1)) (w) (var_ref gl_FragColor@0x21b3190) (swiz xxxx (expression float max (swiz w (var_ref main_texture_color@0x2212ca0) )(expression float * (var_ref assignment_tmp@0x22294a0) (var_ref team_color_ammount@0x2213090) ) ) )) (declare () float arg2@0x22653a0) (assign (constant bool (1)) (x) (var_ref arg2@0x22653a0) (expression float * (expression float * (var_ref assignment_tmp@0x22294a0) (var_ref assignment_tmp@0x22294a0) ) (var_ref team_color_ammount@0x2213090) ) ) (assign (constant bool (1)) (xyz) (var_ref gl_FragColor@0x21b3190) (swiz xyz (expression vec3 + (expression vec3 * (swiz xyz (var_ref main_texture_color@0x2212ca0) )(expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x22653a0) ) ) ) (expression vec3 * (swiz xyz (var_ref teamColor@0x21953c0) )(var_ref arg2@0x22653a0) ) ) )) )) ) ) Mesa IR for linked fragment program 10: 0: (declare (uniform ) gl_FogParameters gl_Fog@0x2191c40) MOV TEMP[1], STATE[12]; 1: MOV TEMP[2], STATE[13].xxxx; 2: MOV TEMP[3], STATE[13].yyyy; 3: MOV TEMP[4], STATE[13].zzzz; 4: MOV TEMP[5], STATE[13].wwww; 5: (assign (constant bool (1)) (xy) (var_ref assignment_tmp@0x22135d0) (swiz xy (array_ref (var_ref gl_TexCoord@0x21b25c0) (constant int (0)) ) )) MOV TEMP[6].xy, INPUT[4].xyyy; 6: (tex (var_ref alphaTexture@0x21cb170) (var_ref assignment_tmp@0x22135d0) (0 0 0) 1 () ) MOV TEMP[7], TEMP[6].xyyy; 7: TEX TEMP[8], TEMP[7], texture[1], 2D; 8: (assign (constant bool (1)) (x) (var_ref assignment_tmp@0x22140e0) (swiz w (tex (var_ref alphaTexture@0x21cb170) (var_ref assignment_tmp@0x22135d0) (0 0 0) 1 () ))) MOV TEMP[9], TEMP[8].wwww; 9: (expression bool <= (var_ref assignment_tmp@0x22140e0) (constant float (0.200000)) ) SLE.C TEMP[10].x, TEMP[9].xxxx, CONST[14].xxxx; 10: IF (NE.xxxx); # (if false, goto 12); 11: (discard ) KIL_NV TR..xxxx; 12: (expression bool <= (var_ref assignment_tmp@0x22140e0) (constant float (0.200000)) ) ENDIF; 13: (tex (var_ref mainTexture@0x2192960) (var_ref assignment_tmp@0x22135d0) (0 0 0) 1 () ) MOV TEMP[11], TEMP[6].xyyy; 14: TEX TEMP[12], TEMP[11], texture[4], 2D; 15: (assign (constant bool (1)) (xyz) (var_ref base_color@0x22131e0) (swiz xyz (tex (var_ref mainTexture@0x2192960) (var_ref assignment_tmp@0x22135d0) (0 0 0) 1 () ))) MOV TEMP[13].xyz, TEMP[12].xyzz; 16: (tex (var_ref teamColorTexture@0x21aea80) (var_ref assignment_tmp@0x22135d0) (0 0 0) 1 () ) MOV TEMP[14], TEMP[6].xyyy; 17: TEX TEMP[15], TEMP[14], texture[3], 2D; 18: (assign (constant bool (1)) (w) (var_ref base_color@0x22131e0) (swiz wwww (tex (var_ref teamColorTexture@0x21aea80) (var_ref assignment_tmp@0x22135d0) (0 0 0) 1 () ))) MOV TEMP[13].w, TEMP[15].wwww; 19: (assign (constant bool (1)) (x) (var_ref team_color_ammount@0x2213090) (swiz w (var_ref base_color@0x22131e0) )) MOV TEMP[16], TEMP[13].wwww; 20: (expression vec3 * (var_ref camoCoords@0x2191910) (constant float (0.062500)) ) MUL TEMP[17].xyz, INPUT[17].xyzz, CONST[14].yyyy; 21: (assign (constant bool (1)) (xyz) (var_ref unit_rand_offset@0x2212f40) (expression vec3 * (var_ref camoCoords@0x2191910) (constant float (0.062500)) ) ) MOV TEMP[18].xyz, TEMP[17].xyzz; 22: (tex (var_ref camoTexture@0x2192c00) (var_ref assignment_tmp@0x22135d0) (0 0 0) 1 () ) MOV TEMP[19], TEMP[6].xyyy; 23: TEX TEMP[20], TEMP[19], texture[2], 2D; 24: (expression float * (swiz y (var_ref renderParameters2@0x2193710) )(swiz w (tex (var_ref camoTexture@0x2192c00) (var_ref assignment_tmp@0x22135d0) (0 0 0) 1 () ))) MUL TEMP[21].x, UNIFORM[11].yyyy, TEMP[20].wwww; 25: (assign (constant bool (1)) (x) (var_ref assignment_tmp@0x2216090) (expression float * (swiz y (var_ref renderParameters2@0x2193710) )(swiz w (tex (var_ref camoTexture@0x2192c00) (var_ref assignment_tmp@0x22135d0) (0 0 0) 1 () ))) ) MOV TEMP[22], TEMP[21].xxxx; 26: (expression bool > (var_ref assignment_tmp@0x2216090) (constant float (0.000000)) ) SGT.C TEMP[23].x, TEMP[22].xxxx, CONST[14].zzzz; 27: IF (NE.xxxx); # (if false, goto 62); 28: (expression vec3 * (var_ref camoCoords@0x2191910) (constant float (0.031250)) ) MUL TEMP[24].xyz, INPUT[17].xyzz, CONST[14].wwww; 29: (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 * (var_ref camoCoords@0x2191910) (constant float (0.031250)) ) (0 0 0) 1 () ) MOV TEMP[25], TEMP[24].xyzz; 30: TEX TEMP[26], TEMP[25], texture[0], 3D; 31: (expression vec3 * (var_ref camoCoords@0x2191910) (constant float (0.062500)) ) MUL TEMP[27].xyz, INPUT[17].xyzz, CONST[14].yyyy; 32: (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 * (var_ref camoCoords@0x2191910) (constant float (0.062500)) ) (0 0 0) 1 () ) MOV TEMP[28], TEMP[27].xyzz; 33: TEX TEMP[29], TEMP[28], texture[0], 3D; 34: (expression float + (swiz w (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 * (var_ref camoCoords@0x2191910) (constant float (0.031250)) ) (0 0 0) 1 () ))(swiz w (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 * (var_ref camoCoords@0x2191910) (constant float (0.062500)) ) (0 0 0) 1 () ))) ADD TEMP[30].x, TEMP[26].wwww, TEMP[29].wwww; 35: (expression vec3 * (var_ref camoCoords@0x2191910) (constant float (0.125000)) ) MUL TEMP[31].xyz, INPUT[17].xyzz, CONST[15].xxxx; 36: (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 * (var_ref camoCoords@0x2191910) (constant float (0.125000)) ) (0 0 0) 1 () ) MOV TEMP[32], TEMP[31].xyzz; 37: TEX TEMP[33], TEMP[32], texture[0], 3D; 38: (expression float + (expression float + (swiz w (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 * (var_ref camoCoords@0x2191910) (constant float (0.031250)) ) (0 0 0) 1 () ))(swiz w (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 * (var_ref camoCoords@0x2191910) (constant float (0.062500)) ) (0 0 0) 1 () ))) (swiz w (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 * (var_ref camoCoords@0x2191910) (constant float (0.125000)) ) (0 0 0) 1 () ))) ADD TEMP[34].x, TEMP[30].xxxx, TEMP[33].wwww; 39: (expression float * (expression float + (expression float + (swiz w (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 * (var_ref camoCoords@0x2191910) (constant float (0.031250)) ) (0 0 0) 1 () ))(swiz w (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 * (var_ref camoCoords@0x2191910) (constant float (0.062500)) ) (0 0 0) 1 () ))) (swiz w (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 * (var_ref camoCoords@0x2191910) (constant float (0.125000)) ) (0 0 0) 1 () ))) (constant float (0.333333)) ) MUL TEMP[35].x, TEMP[34].xxxx, CONST[15].yyyy; 40: (assign (constant bool (1)) (x) (var_ref assignment_tmp@0x2217e50) (expression float * (expression float + (expression float + (swiz w (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 * (var_ref camoCoords@0x2191910) (constant float (0.031250)) ) (0 0 0) 1 () ))(swiz w (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 * (var_ref camoCoords@0x2191910) (constant float (0.062500)) ) (0 0 0) 1 () ))) (swiz w (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 * (var_ref camoCoords@0x2191910) (constant float (0.125000)) ) (0 0 0) 1 () ))) (constant float (0.333333)) ) ) MOV TEMP[36], TEMP[35].xxxx; 41: (expression bool < (var_ref assignment_tmp@0x2217e50) (constant float (0.500000)) ) SLT.C TEMP[37].x, TEMP[36].xxxx, CONST[15].zzzz; 42: IF (NE.xxxx); # (if false, goto 49); 43: (expression float * (constant float (2.000000)) (var_ref assignment_tmp@0x2217e50) ) MUL TEMP[38].x, CONST[15].wwww, TEMP[36].xxxx; 44: (assign (constant bool (1)) (x) (var_ref arg2@0x224fca0) (expression float * (constant float (2.000000)) (var_ref assignment_tmp@0x2217e50) ) ) MOV TEMP[39], TEMP[38].xxxx; 45: (expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x224fca0) ) ) ADD TEMP[41].x, CONST[16].xxxx, TEMP[39].-x-x-x-x; 46: (expression vec3 * (var_ref color1@0x2192d20) (expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x224fca0) ) ) ) MUL TEMP[42].xyz, UNIFORM[9].xyzz, TEMP[41].xxxx; 47: (expression vec3 + (expression vec3 * (var_ref color1@0x2192d20) (expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x224fca0) ) ) ) (expression vec3 * (var_ref color2@0x21b11e0) (var_ref arg2@0x224fca0) ) ) MAD TEMP[43], UNIFORM[8].xyzz, TEMP[39].xxxx, TEMP[42].xyzz; 48: (assign (constant bool (1)) (xyz) (var_ref camo_color@0x2216a80) (expression vec3 + (expression vec3 * (var_ref color1@0x2192d20) (expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x224fca0) ) ) ) (expression vec3 * (var_ref color2@0x21b11e0) (var_ref arg2@0x224fca0) ) ) ) MOV TEMP[44].xyz, TEMP[43].xyzz; 49: (expression bool < (var_ref assignment_tmp@0x2217e50) (constant float (0.500000)) ) ELSE; # (goto 57) 50: (expression float + (var_ref assignment_tmp@0x2217e50) (constant float (-0.500000)) ) ADD TEMP[45].x, TEMP[36].xxxx, CONST[16].yyyy; 51: (expression float * (constant float (2.000000)) (expression float + (var_ref assignment_tmp@0x2217e50) (constant float (-0.500000)) ) ) MUL TEMP[46].x, CONST[15].wwww, TEMP[45].xxxx; 52: (assign (constant bool (1)) (x) (var_ref arg2@0x2250c10) (expression float * (constant float (2.000000)) (expression float + (var_ref assignment_tmp@0x2217e50) (constant float (-0.500000)) ) ) ) MOV TEMP[47], TEMP[46].xxxx; 53: (expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x2250c10) ) ) ADD TEMP[49].x, CONST[16].xxxx, TEMP[47].-x-x-x-x; 54: (expression vec3 * (var_ref color2@0x21b11e0) (expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x2250c10) ) ) ) MUL TEMP[50].xyz, UNIFORM[8].xyzz, TEMP[49].xxxx; 55: (expression vec3 + (expression vec3 * (var_ref color2@0x21b11e0) (expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x2250c10) ) ) ) (expression vec3 * (var_ref color3@0x21985d0) (var_ref arg2@0x2250c10) ) ) MAD TEMP[51], UNIFORM[7].xyzz, TEMP[47].xxxx, TEMP[50].xyzz; 56: (assign (constant bool (1)) (xyz) (var_ref camo_color@0x2216a80) (expression vec3 + (expression vec3 * (var_ref color2@0x21b11e0) (expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x2250c10) ) ) ) (expression vec3 * (var_ref color3@0x21985d0) (var_ref arg2@0x2250c10) ) ) ) MOV TEMP[44].xyz, TEMP[51].xyzz; 57: (expression bool < (var_ref assignment_tmp@0x2217e50) (constant float (0.500000)) ) ENDIF; 58: (expression float + (constant float (1.000000)) (expression float neg (var_ref assignment_tmp@0x2216090) ) ) ADD TEMP[53].x, CONST[16].xxxx, TEMP[22].-x-x-x-x; 59: (expression vec3 * (swiz xyz (var_ref base_color@0x22131e0) )(expression float + (constant float (1.000000)) (expression float neg (var_ref assignment_tmp@0x2216090) ) ) ) MUL TEMP[54].xyz, TEMP[13].xyzz, TEMP[53].xxxx; 60: (expression vec3 + (expression vec3 * (swiz xyz (var_ref base_color@0x22131e0) )(expression float + (constant float (1.000000)) (expression float neg (var_ref assignment_tmp@0x2216090) ) ) ) (expression vec3 * (var_ref camo_color@0x2216a80) (var_ref assignment_tmp@0x2216090) ) ) MAD TEMP[55], TEMP[44].xyzz, TEMP[22].xxxx, TEMP[54].xyzz; 61: (assign (constant bool (1)) (xyz) (var_ref base_color@0x22131e0) (swiz xyz (expression vec3 + (expression vec3 * (swiz xyz (var_ref base_color@0x22131e0) )(expression float + (constant float (1.000000)) (expression float neg (var_ref assignment_tmp@0x2216090) ) ) ) (expression vec3 * (var_ref camo_color@0x2216a80) (var_ref assignment_tmp@0x2216090) ) ) )) MOV TEMP[13].xyz, TEMP[55].xyzz; 62: (expression bool > (var_ref assignment_tmp@0x2216090) (constant float (0.000000)) ) ENDIF; 63: (assign (constant bool (1)) (x) (var_ref arg2@0x2253190) (swiz x (var_ref renderParameters@0x21954b0) )) MOV TEMP[56], UNIFORM[1].xxxx; 64: (expression float sqrt (swiz x (var_ref base_color@0x22131e0) )) RSQ TEMP[57].x, TEMP[13].xxxx; 65: MUL TEMP[57].x, TEMP[57].xxxx, TEMP[13].xxxx; 66: CMP TEMP[57].x, TEMP[13].-x-x-x-x, TEMP[57].xxxx, CONST[14].zzzz; 67: (expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x2253190) ) ) ADD TEMP[59].x, CONST[16].xxxx, TEMP[56].-x-x-x-x; 68: (expression float * (swiz x (var_ref base_color@0x22131e0) )(expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x2253190) ) ) ) MUL TEMP[60].x, TEMP[13].xxxx, TEMP[59].xxxx; 69: (expression float + (expression float * (swiz x (var_ref base_color@0x22131e0) )(expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x2253190) ) ) ) (expression float * (expression float sqrt (swiz x (var_ref base_color@0x22131e0) )) (var_ref arg2@0x2253190) ) ) MAD TEMP[61], TEMP[57].xxxx, TEMP[56].xxxx, TEMP[60].xxxx; 70: (assign (constant bool (1)) (x) (var_ref base_color@0x22131e0) (expression float + (expression float * (swiz x (var_ref base_color@0x22131e0) )(expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x2253190) ) ) ) (expression float * (expression float sqrt (swiz x (var_ref base_color@0x22131e0) )) (var_ref arg2@0x2253190) ) ) ) MOV TEMP[13].x, TEMP[61].xxxx; 71: (assign (constant bool (1)) (x) (var_ref arg2@0x22547a0) (swiz y (var_ref renderParameters@0x21954b0) )) MOV TEMP[62], UNIFORM[1].yyyy; 72: (expression float sqrt (swiz z (var_ref base_color@0x22131e0) )) RSQ TEMP[63].x, TEMP[13].zzzz; 73: MUL TEMP[63].x, TEMP[63].xxxx, TEMP[13].zzzz; 74: CMP TEMP[63].x, TEMP[13].-z-z-z-z, TEMP[63].xxxx, CONST[14].zzzz; 75: (expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x22547a0) ) ) ADD TEMP[65].x, CONST[16].xxxx, TEMP[62].-x-x-x-x; 76: (expression float * (swiz z (var_ref base_color@0x22131e0) )(expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x22547a0) ) ) ) MUL TEMP[66].x, TEMP[13].zzzz, TEMP[65].xxxx; 77: (expression float + (expression float * (swiz z (var_ref base_color@0x22131e0) )(expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x22547a0) ) ) ) (expression float * (expression float sqrt (swiz z (var_ref base_color@0x22131e0) )) (var_ref arg2@0x22547a0) ) ) MAD TEMP[67], TEMP[63].xxxx, TEMP[62].xxxx, TEMP[66].xxxx; 78: (assign (constant bool (1)) (z) (var_ref base_color@0x22131e0) (swiz xxx (expression float + (expression float * (swiz z (var_ref base_color@0x22131e0) )(expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x22547a0) ) ) ) (expression float * (expression float sqrt (swiz z (var_ref base_color@0x22131e0) )) (var_ref arg2@0x22547a0) ) ) )) MOV TEMP[13].z, TEMP[67].xxxx; 79: (expression float * (swiz x (var_ref renderParameters@0x21954b0) )(swiz y (var_ref renderParameters@0x21954b0) )) MUL TEMP[68].x, UNIFORM[1].xxxx, UNIFORM[1].yyyy; 80: (assign (constant bool (1)) (x) (var_ref arg2@0x2255710) (expression float * (swiz x (var_ref renderParameters@0x21954b0) )(swiz y (var_ref renderParameters@0x21954b0) )) ) MOV TEMP[69], TEMP[68].xxxx; 81: (expression float * (swiz y (var_ref base_color@0x22131e0) )(swiz y (var_ref base_color@0x22131e0) )) MUL TEMP[70].x, TEMP[13].yyyy, TEMP[13].yyyy; 82: (expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x2255710) ) ) ADD TEMP[72].x, CONST[16].xxxx, TEMP[69].-x-x-x-x; 83: (expression float * (swiz y (var_ref base_color@0x22131e0) )(expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x2255710) ) ) ) MUL TEMP[73].x, TEMP[13].yyyy, TEMP[72].xxxx; 84: (expression float + (expression float * (swiz y (var_ref base_color@0x22131e0) )(expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x2255710) ) ) ) (expression float * (expression float * (swiz y (var_ref base_color@0x22131e0) )(swiz y (var_ref base_color@0x22131e0) )) (var_ref arg2@0x2255710) ) ) MAD TEMP[74], TEMP[70].xxxx, TEMP[69].xxxx, TEMP[73].xxxx; 85: (assign (constant bool (1)) (y) (var_ref base_color@0x22131e0) (swiz xx (expression float + (expression float * (swiz y (var_ref base_color@0x22131e0) )(expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x2255710) ) ) ) (expression float * (expression float * (swiz y (var_ref base_color@0x22131e0) )(swiz y (var_ref base_color@0x22131e0) )) (var_ref arg2@0x2255710) ) ) )) MOV TEMP[13].y, TEMP[74].xxxx; 86: (assign (constant bool (1)) (x) (var_ref arg2@0x2256d20) (swiz x (var_ref renderParameters3@0x2192ea0) )) MOV TEMP[75], UNIFORM[10].xxxx; 87: (expression vec2 sqrt (swiz xy (var_ref base_color@0x22131e0) )) RSQ TEMP[76].x, TEMP[13].xxxx; 88: RSQ TEMP[76].y, TEMP[13].yyyy; 89: MUL TEMP[76].xy, TEMP[76].xyyy, TEMP[13].xyyy; 90: CMP TEMP[76].xy, TEMP[13].-x-y-y-y, TEMP[76].xyyy, CONST[14].zzzz; 91: (expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x2256d20) ) ) ADD TEMP[78].x, CONST[16].xxxx, TEMP[75].-x-x-x-x; 92: (expression vec2 * (swiz xy (var_ref base_color@0x22131e0) )(expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x2256d20) ) ) ) MUL TEMP[79].xy, TEMP[13].xyyy, TEMP[78].xxxx; 93: (expression vec2 + (expression vec2 * (swiz xy (var_ref base_color@0x22131e0) )(expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x2256d20) ) ) ) (expression vec2 * (expression vec2 sqrt (swiz xy (var_ref base_color@0x22131e0) )) (var_ref arg2@0x2256d20) ) ) MAD TEMP[80], TEMP[76].xyyy, TEMP[75].xxxx, TEMP[79].xyyy; 94: (assign (constant bool (1)) (xy) (var_ref base_color@0x22131e0) (expression vec2 + (expression vec2 * (swiz xy (var_ref base_color@0x22131e0) )(expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x2256d20) ) ) ) (expression vec2 * (expression vec2 sqrt (swiz xy (var_ref base_color@0x22131e0) )) (var_ref arg2@0x2256d20) ) ) ) MOV TEMP[13].xy, TEMP[80].xyyy; 95: (expression vec4 + (var_ref mainLighting@0x2192510) (var_ref lightingColor@0x21b3d30) ) ADD TEMP[81], INPUT[14], INPUT[15]; 96: (expression vec4 * (var_ref base_color@0x22131e0) (expression vec4 + (var_ref mainLighting@0x2192510) (var_ref lightingColor@0x21b3d30) ) ) MUL TEMP[82], TEMP[13], TEMP[81]; 97: (assign (constant bool (1)) (xyzw) (var_ref main_texture_color@0x2212ca0) (expression vec4 * (var_ref base_color@0x22131e0) (expression vec4 + (var_ref mainLighting@0x2192510) (var_ref lightingColor@0x21b3d30) ) ) ) MOV TEMP[83], TEMP[82]; 98: (expression float * (var_ref assignment_tmp@0x22140e0) (swiz w (var_ref teamColor@0x21953c0) )) MUL TEMP[84].x, TEMP[9].xxxx, UNIFORM[0].wwww; 99: (assign (constant bool (1)) (w) (var_ref main_texture_color@0x2212ca0) (swiz xxxx (expression float * (var_ref assignment_tmp@0x22140e0) (swiz w (var_ref teamColor@0x21953c0) )) )) MOV TEMP[83].w, TEMP[84].xxxx; 100: (expression bool < (swiz z (var_ref renderParameters@0x21954b0) )(constant float (1.000000)) ) SLT.C TEMP[85].x, UNIFORM[1].zzzz, CONST[16].xxxx; 101: IF (NE.xxxx); # (if false, goto 103); 102: (assign (constant bool (1)) (x) (var_ref or_tmp@0x221de50) (constant bool (1)) ) MOV TEMP[86], CONST[16].xxxx; 103: (expression bool < (swiz z (var_ref renderParameters@0x21954b0) )(constant float (1.000000)) ) ELSE; # (goto 106) 104: (expression bool > (swiz z (var_ref renderParameters2@0x2193710) )(constant float (0.000000)) ) SGT TEMP[87].x, UNIFORM[11].zzzz, CONST[14].zzzz; 105: (assign (constant bool (1)) (x) (var_ref or_tmp@0x221de50) (expression bool > (swiz z (var_ref renderParameters2@0x2193710) )(constant float (0.000000)) ) ) MOV TEMP[86], TEMP[87].xxxx; 106: (expression bool < (swiz z (var_ref renderParameters@0x21954b0) )(constant float (1.000000)) ) ENDIF; 107: (var_ref or_tmp@0x221de50) MOV.C TEMP[88], TEMP[86].xxxx; 108: IF (NE.xxxx); # (if false, goto 142); 109: (assign (constant bool (1)) (z) (var_ref vec_ctor@0x221ecc0) (constant vec3 (0.000000 0.000000 0.000000)) ) MOV TEMP[89].z, CONST[14].zzzz; 110: (assign (constant bool (1)) (x) (var_ref vec_ctor@0x221ecc0) (swiz xxx (var_ref assignment_tmp@0x22135d0) )) MOV TEMP[89].x, TEMP[6].xxxx; 111: (assign (constant bool (1)) (y) (var_ref vec_ctor@0x221ecc0) (swiz yyy (var_ref assignment_tmp@0x22135d0) )) MOV TEMP[89].y, TEMP[6].yyyy; 112: (expression vec3 * (constant float (0.500000)) (var_ref vec_ctor@0x221ecc0) ) MUL TEMP[90].xyz, CONST[15].zzzz, TEMP[89].xyzz; 113: (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 * (constant float (0.500000)) (var_ref vec_ctor@0x221ecc0) ) (0 0 0) 1 () ) MOV TEMP[91], TEMP[90].xyzz; 114: TEX TEMP[92], TEMP[91], texture[0], 3D; 115: (expression vec3 * (constant float (0.200000)) (var_ref vec_ctor@0x221ecc0) ) MUL TEMP[93].xyz, CONST[14].xxxx, TEMP[89].xyzz; 116: (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 * (constant float (0.200000)) (var_ref vec_ctor@0x221ecc0) ) (0 0 0) 1 () ) MOV TEMP[94], TEMP[93].xyzz; 117: TEX TEMP[95], TEMP[94], texture[0], 3D; 118: (expression float * (constant float (3.000000)) (swiz w (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 * (constant float (0.200000)) (var_ref vec_ctor@0x221ecc0) ) (0 0 0) 1 () ))) MUL TEMP[96].x, CONST[16].zzzz, TEMP[95].wwww; 119: (expression float + (expression float * (constant float (3.000000)) (swiz w (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 * (constant float (0.200000)) (var_ref vec_ctor@0x221ecc0) ) (0 0 0) 1 () ))) (expression float * (constant float (2.000000)) (swiz w (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 * (constant float (0.500000)) (var_ref vec_ctor@0x221ecc0) ) (0 0 0) 1 () ))) ) MAD TEMP[97], CONST[15].wwww, TEMP[92].wwww, TEMP[96].xxxx; 120: (expression vec3 * (constant float (2.000000)) (var_ref vec_ctor@0x221ecc0) ) MUL TEMP[98].xyz, CONST[15].wwww, TEMP[89].xyzz; 121: (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 * (constant float (2.000000)) (var_ref vec_ctor@0x221ecc0) ) (0 0 0) 1 () ) MOV TEMP[99], TEMP[98].xyzz; 122: TEX TEMP[100], TEMP[99], texture[0], 3D; 123: (expression float + (expression float + (expression float * (constant float (3.000000)) (swiz w (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 * (constant float (0.200000)) (var_ref vec_ctor@0x221ecc0) ) (0 0 0) 1 () ))) (expression float * (constant float (2.000000)) (swiz w (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 * (constant float (0.500000)) (var_ref vec_ctor@0x221ecc0) ) (0 0 0) 1 () ))) ) (swiz w (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 * (constant float (2.000000)) (var_ref vec_ctor@0x221ecc0) ) (0 0 0) 1 () ))) ADD TEMP[101].x, TEMP[97].xxxx, TEMP[100].wwww; 124: (expression float * (expression float + (expression float + (expression float * (constant float (3.000000)) (swiz w (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 * (constant float (0.200000)) (var_ref vec_ctor@0x221ecc0) ) (0 0 0) 1 () ))) (expression float * (constant float (2.000000)) (swiz w (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 * (constant float (0.500000)) (var_ref vec_ctor@0x221ecc0) ) (0 0 0) 1 () ))) ) (swiz w (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 * (constant float (2.000000)) (var_ref vec_ctor@0x221ecc0) ) (0 0 0) 1 () ))) (constant float (0.166667)) ) MUL TEMP[102].x, TEMP[101].xxxx, CONST[16].wwww; 125: (expression float pow (expression float * (expression float + (expression float + (expression float * (constant float (3.000000)) (swiz w (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 * (constant float (0.200000)) (var_ref vec_ctor@0x221ecc0) ) (0 0 0) 1 () ))) (expression float * (constant float (2.000000)) (swiz w (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 * (constant float (0.500000)) (var_ref vec_ctor@0x221ecc0) ) (0 0 0) 1 () ))) ) (swiz w (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 * (constant float (2.000000)) (var_ref vec_ctor@0x221ecc0) ) (0 0 0) 1 () ))) (constant float (0.166667)) ) (constant float (1.600000)) ) POW TEMP[103].x, TEMP[102].xxxx, CONST[17].xxxx; 126: (assign (constant bool (1)) (x) (var_ref _ret_val@0x2258fc0) (expression float pow (expression float * (expression float + (expression float + (expression float * (constant float (3.000000)) (swiz w (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 * (constant float (0.200000)) (var_ref vec_ctor@0x221ecc0) ) (0 0 0) 1 () ))) (expression float * (constant float (2.000000)) (swiz w (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 * (constant float (0.500000)) (var_ref vec_ctor@0x221ecc0) ) (0 0 0) 1 () ))) ) (swiz w (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 * (constant float (2.000000)) (var_ref vec_ctor@0x221ecc0) ) (0 0 0) 1 () ))) (constant float (0.166667)) ) (constant float (1.600000)) ) ) MOV TEMP[104], TEMP[103].xxxx; 127: (expression bool < (swiz z (var_ref renderParameters@0x21954b0) )(var_ref _ret_val@0x2258fc0) ) SLT.C TEMP[105].x, UNIFORM[1].zzzz, TEMP[104].xxxx; 128: IF (NE.xxxx); # (if false, goto 134); 129: (expression float + (var_ref _ret_val@0x2258fc0) (expression float neg (swiz z (var_ref renderParameters@0x21954b0) )) ) ADD TEMP[107].x, TEMP[104].xxxx, UNIFORM[1].-z-z-z-z; 130: (expression float pow (expression float + (var_ref _ret_val@0x2258fc0) (expression float neg (swiz z (var_ref renderParameters@0x21954b0) )) ) (constant float (0.380000)) ) POW TEMP[108].x, TEMP[107].xxxx, CONST[17].yyyy; 131: (expression float + (constant float (1.000000)) (expression float neg (expression float pow (expression float + (var_ref _ret_val@0x2258fc0) (expression float neg (swiz z (var_ref renderParameters@0x21954b0) )) ) (constant float (0.380000)) ) ) ) ADD TEMP[110].x, CONST[16].xxxx, TEMP[108].-x-x-x-x; 132: (expression vec3 * (swiz xyz (var_ref main_texture_color@0x2212ca0) )(expression float + (constant float (1.000000)) (expression float neg (expression float pow (expression float + (var_ref _ret_val@0x2258fc0) (expression float neg (swiz z (var_ref renderParameters@0x21954b0) )) ) (constant float (0.380000)) ) ) ) ) MUL TEMP[111].xyz, TEMP[83].xyzz, TEMP[110].xxxx; 133: (assign (constant bool (1)) (xyz) (var_ref main_texture_color@0x2212ca0) (swiz xyz (expression vec3 * (swiz xyz (var_ref main_texture_color@0x2212ca0) )(expression float + (constant float (1.000000)) (expression float neg (expression float pow (expression float + (var_ref _ret_val@0x2258fc0) (expression float neg (swiz z (var_ref renderParameters@0x21954b0) )) ) (constant float (0.380000)) ) ) ) ) )) MOV TEMP[83].xyz, TEMP[111].xyzz; 134: (expression bool < (swiz z (var_ref renderParameters@0x21954b0) )(var_ref _ret_val@0x2258fc0) ) ENDIF; 135: (assign (constant bool (1)) (w) (var_ref vec_ctor@0x2222d70) (constant vec4 (0.000000 0.000000 0.000000 0.000000)) ) MOV TEMP[112].w, CONST[14].zzzz; 136: (assign (constant bool (1)) (xyz) (var_ref vec_ctor@0x2222d70) (swiz xxxx (var_ref _ret_val@0x2258fc0) )) MOV TEMP[112].xyz, TEMP[104].xxxx; 137: (assign (constant bool (1)) (x) (var_ref arg2@0x225b5c0) (swiz z (var_ref renderParameters2@0x2193710) )) MOV TEMP[113], UNIFORM[11].zzzz; 138: (expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x225b5c0) ) ) ADD TEMP[115].x, CONST[16].xxxx, TEMP[113].-x-x-x-x; 139: (expression vec4 * (var_ref main_texture_color@0x2212ca0) (expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x225b5c0) ) ) ) MUL TEMP[116], TEMP[83], TEMP[115].xxxx; 140: (expression vec4 + (expression vec4 * (var_ref main_texture_color@0x2212ca0) (expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x225b5c0) ) ) ) (expression vec4 * (var_ref vec_ctor@0x2222d70) (var_ref arg2@0x225b5c0) ) ) MAD TEMP[117], TEMP[112], TEMP[113].xxxx, TEMP[116]; 141: (assign (constant bool (1)) (xyzw) (var_ref main_texture_color@0x2212ca0) (expression vec4 + (expression vec4 * (var_ref main_texture_color@0x2212ca0) (expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x225b5c0) ) ) ) (expression vec4 * (var_ref vec_ctor@0x2222d70) (var_ref arg2@0x225b5c0) ) ) ) MOV TEMP[83], TEMP[117]; 142: (var_ref or_tmp@0x221de50) ENDIF; 143: (expression bool > (swiz w (var_ref renderParameters@0x21954b0) )(constant float (0.000000)) ) SGT.C TEMP[118].x, UNIFORM[1].wwww, CONST[14].zzzz; 144: IF (NE.xxxx); # (if false, goto 165); 145: (assign (constant bool (1)) (xz) (var_ref vec_ctor@0x2223da0) (constant vec3 (0.000000 0.000000 0.000000)) ) MOV TEMP[119].xz, CONST[14].zzzz; 146: (expression float * (swiz w (var_ref renderParameters@0x21954b0) )(constant float (0.125000)) ) MUL TEMP[120].x, UNIFORM[1].wwww, CONST[15].xxxx; 147: (assign (constant bool (1)) (y) (var_ref vec_ctor@0x2223da0) (swiz xxx (expression float * (swiz w (var_ref renderParameters@0x21954b0) )(constant float (0.125000)) ) )) MOV TEMP[119].y, TEMP[120].xxxx; 148: (expression vec3 + (var_ref unit_rand_offset@0x2212f40) (var_ref vec_ctor@0x2223da0) ) ADD TEMP[121].xyz, TEMP[18].xyzz, TEMP[119].xyzz; 149: (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 + (var_ref unit_rand_offset@0x2212f40) (var_ref vec_ctor@0x2223da0) ) (0 0 0) 1 () ) MOV TEMP[122], TEMP[121].xyzz; 150: TEX TEMP[123], TEMP[122], texture[0], 3D; 151: (expression float rcp (swiz w (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 + (var_ref unit_rand_offset@0x2212f40) (var_ref vec_ctor@0x2223da0) ) (0 0 0) 1 () ))) RCP TEMP[124].x, TEMP[123].wwww; 152: (expression float * (swiz w (var_ref renderParameters@0x21954b0) )(expression float rcp (swiz w (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 + (var_ref unit_rand_offset@0x2212f40) (var_ref vec_ctor@0x2223da0) ) (0 0 0) 1 () ))) ) MUL TEMP[125].x, UNIFORM[1].wwww, TEMP[124].xxxx; 153: (expression float min (expression float * (swiz w (var_ref renderParameters@0x21954b0) )(expression float rcp (swiz w (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 + (var_ref unit_rand_offset@0x2212f40) (var_ref vec_ctor@0x2223da0) ) (0 0 0) 1 () ))) ) (constant float (1.000000)) ) MIN TEMP[126].x, TEMP[125].xxxx, CONST[16].xxxx; 154: (expression float max (expression float min (expression float * (swiz w (var_ref renderParameters@0x21954b0) )(expression float rcp (swiz w (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 + (var_ref unit_rand_offset@0x2212f40) (var_ref vec_ctor@0x2223da0) ) (0 0 0) 1 () ))) ) (constant float (1.000000)) ) (constant float (0.000000)) ) MAX TEMP[127].x, TEMP[126].xxxx, CONST[14].zzzz; 155: (assign (constant bool (1)) (x) (var_ref t@0x225cef0) (expression float max (expression float min (expression float * (swiz w (var_ref renderParameters@0x21954b0) )(expression float rcp (swiz w (tex (var_ref noiseTexture@0x21af4d0) (expression vec3 + (var_ref unit_rand_offset@0x2212f40) (var_ref vec_ctor@0x2223da0) ) (0 0 0) 1 () ))) ) (constant float (1.000000)) ) (constant float (0.000000)) ) ) MOV TEMP[128], TEMP[127].xxxx; 156: (expression float * (constant float (2.000000)) (var_ref t@0x225cef0) ) MUL TEMP[129].x, CONST[15].wwww, TEMP[128].xxxx; 157: (expression float + (constant float (3.000000)) (expression float neg (expression float * (constant float (2.000000)) (var_ref t@0x225cef0) ) ) ) ADD TEMP[131].x, CONST[16].zzzz, TEMP[129].-x-x-x-x; 158: (expression float * (var_ref t@0x225cef0) (expression float + (constant float (3.000000)) (expression float neg (expression float * (constant float (2.000000)) (var_ref t@0x225cef0) ) ) ) ) MUL TEMP[132].x, TEMP[128].xxxx, TEMP[131].xxxx; 159: (expression float * (var_ref t@0x225cef0) (expression float * (var_ref t@0x225cef0) (expression float + (constant float (3.000000)) (expression float neg (expression float * (constant float (2.000000)) (var_ref t@0x225cef0) ) ) ) ) ) MUL TEMP[133].x, TEMP[128].xxxx, TEMP[132].xxxx; 160: (assign (constant bool (1)) (x) (var_ref _ret_val@0x225c8a0) (expression float * (var_ref t@0x225cef0) (expression float * (var_ref t@0x225cef0) (expression float + (constant float (3.000000)) (expression float neg (expression float * (constant float (2.000000)) (var_ref t@0x225cef0) ) ) ) ) ) ) MOV TEMP[134], TEMP[133].xxxx; 161: (expression float + (constant float (1.000000)) (expression float neg (var_ref _ret_val@0x225c8a0) ) ) ADD TEMP[136].x, CONST[16].xxxx, TEMP[134].-x-x-x-x; 162: (expression vec4 * (constant vec4 (1.000000 1.000000 1.000000 0.000000)) (expression float + (constant float (1.000000)) (expression float neg (var_ref _ret_val@0x225c8a0) ) ) ) MUL TEMP[137], CONST[18], TEMP[136].xxxx; 163: (expression vec4 + (expression vec4 * (constant vec4 (1.000000 1.000000 1.000000 0.000000)) (expression float + (constant float (1.000000)) (expression float neg (var_ref _ret_val@0x225c8a0) ) ) ) (expression vec4 * (var_ref main_texture_color@0x2212ca0) (var_ref _ret_val@0x225c8a0) ) ) MAD TEMP[138], TEMP[83], TEMP[134].xxxx, TEMP[137]; 164: (assign (constant bool (1)) (xyzw) (var_ref main_texture_color@0x2212ca0) (expression vec4 + (expression vec4 * (constant vec4 (1.000000 1.000000 1.000000 0.000000)) (expression float + (constant float (1.000000)) (expression float neg (var_ref _ret_val@0x225c8a0) ) ) ) (expression vec4 * (var_ref main_texture_color@0x2212ca0) (var_ref _ret_val@0x225c8a0) ) ) ) MOV TEMP[83], TEMP[138]; 165: (expression bool > (swiz w (var_ref renderParameters@0x21954b0) )(constant float (0.000000)) ) ENDIF; 166: (expression bool <= (swiz w (var_ref main_texture_color@0x2212ca0) )(constant float (0.200000)) ) SLE.C TEMP[139].x, TEMP[83].wwww, CONST[14].xxxx; 167: IF (NE.xxxx); # (if false, goto 169); 168: (discard ) KIL_NV TR..xxxx; 169: (expression bool <= (swiz w (var_ref main_texture_color@0x2212ca0) )(constant float (0.200000)) ) ENDIF; 170: (expression float + (var_ref fogIntensity@0x2194df0) (expression float neg (swiz y (var_ref renderParameters3@0x2192ea0) )) ) ADD TEMP[141].x, INPUT[18].xxxx, UNIFORM[10].-y-y-y-y; 171: (expression float max (constant float (0.000000)) (expression float + (var_ref fogIntensity@0x2194df0) (expression float neg (swiz y (var_ref renderParameters3@0x2192ea0) )) ) ) MAX TEMP[142].x, CONST[14].zzzz, TEMP[141].xxxx; 172: (assign (constant bool (1)) (x) (var_ref _ret_val@0x225f2f0) (expression float max (constant float (0.000000)) (expression float + (var_ref fogIntensity@0x2194df0) (expression float neg (swiz y (var_ref renderParameters3@0x2192ea0) )) ) ) ) MOV TEMP[143], TEMP[142].xxxx; 173: (expression float + (constant float (1.000000)) (expression float neg (var_ref _ret_val@0x225f2f0) ) ) ADD TEMP[145].x, CONST[16].xxxx, TEMP[143].-x-x-x-x; 174: (expression vec3 * (swiz xyz (record_ref (var_ref gl_Fog@0x2191c40) color) )(expression float + (constant float (1.000000)) (expression float neg (var_ref _ret_val@0x225f2f0) ) ) ) MUL TEMP[146].xyz, TEMP[1].xyzz, TEMP[145].xxxx; 175: (expression vec3 + (expression vec3 * (swiz xyz (record_ref (var_ref gl_Fog@0x2191c40) color) )(expression float + (constant float (1.000000)) (expression float neg (var_ref _ret_val@0x225f2f0) ) ) ) (expression vec3 * (swiz xyz (var_ref main_texture_color@0x2212ca0) )(var_ref _ret_val@0x225f2f0) ) ) MAD TEMP[147], TEMP[83].xyzz, TEMP[143].xxxx, TEMP[146].xyzz; 176: (assign (constant bool (1)) (xyz) (var_ref main_texture_color@0x2212ca0) (swiz xyz (expression vec3 + (expression vec3 * (swiz xyz (record_ref (var_ref gl_Fog@0x2191c40) color) )(expression float + (constant float (1.000000)) (expression float neg (var_ref _ret_val@0x225f2f0) ) ) ) (expression vec3 * (swiz xyz (var_ref main_texture_color@0x2212ca0) )(var_ref _ret_val@0x225f2f0) ) ) )) MOV TEMP[83].xyz, TEMP[147].xyzz; 177: (expression vec3 * (constant float (-3.173929)) (swiz xyz (var_ref main_texture_color@0x2212ca0) )) MUL TEMP[148].xyz, CONST[17].zzzz, TEMP[83].xyzz; 178: (expression vec3 exp2 (expression vec3 * (constant float (-3.173929)) (swiz xyz (var_ref main_texture_color@0x2212ca0) )) ) EX2 TEMP[149].x, TEMP[148].xxxx; 179: EX2 TEMP[149].y, TEMP[148].yyyy; 180: EX2 TEMP[149].z, TEMP[148].zzzz; 181: (expression vec3 + (constant vec3 (1.000000 1.000000 1.000000)) (expression vec3 neg (expression vec3 exp2 (expression vec3 * (constant float (-3.173929)) (swiz xyz (var_ref main_texture_color@0x2212ca0) )) ) ) ) ADD TEMP[151].xyz, CONST[16].xxxx, TEMP[149].-x-y-z-z; 182: (assign (constant bool (1)) (xyz) (var_ref main_texture_color@0x2212ca0) (swiz xyz (expression vec3 + (constant vec3 (1.000000 1.000000 1.000000)) (expression vec3 neg (expression vec3 exp2 (expression vec3 * (constant float (-3.173929)) (swiz xyz (var_ref main_texture_color@0x2212ca0) )) ) ) ) )) MOV TEMP[83].xyz, TEMP[151].xyzz; 183: (expression float dot (swiz xyz (var_ref main_texture_color@0x2212ca0) )(constant vec3 (0.212500 0.715400 0.072100)) ) DP3 TEMP[152].x, TEMP[83].xyzz, CONST[19]; 184: (assign (constant bool (1)) (xyz) (var_ref intensity@0x2212b50) (swiz xxx (expression float dot (swiz xyz (var_ref main_texture_color@0x2212ca0) )(constant vec3 (0.212500 0.715400 0.072100)) ) )) MOV TEMP[153].xyz, TEMP[152].xxxx; 185: (expression float min (expression float neg (swiz w (var_ref renderParameters2@0x2193710) )) (constant float (0.500000)) ) MIN TEMP[155].x, UNIFORM[11].-w-w-w-w, CONST[15].zzzz; 186: (expression float max (expression float min (expression float neg (swiz w (var_ref renderParameters2@0x2193710) )) (constant float (0.500000)) ) (constant float (-0.500000)) ) MAX TEMP[156].x, TEMP[155].xxxx, CONST[16].yyyy; 187: (assign (constant bool (1)) (x) (var_ref _ret_val@0x2261b20) (expression float max (expression float min (expression float neg (swiz w (var_ref renderParameters2@0x2193710) )) (constant float (0.500000)) ) (constant float (-0.500000)) ) ) MOV TEMP[157], TEMP[156].xxxx; 188: (expression float + (constant float (1.000000)) (expression float neg (var_ref _ret_val@0x2261b20) ) ) ADD TEMP[159].x, CONST[16].xxxx, TEMP[157].-x-x-x-x; 189: (expression vec3 * (var_ref intensity@0x2212b50) (expression float + (constant float (1.000000)) (expression float neg (var_ref _ret_val@0x2261b20) ) ) ) MUL TEMP[160].xyz, TEMP[153].xyzz, TEMP[159].xxxx; 190: (expression vec3 + (expression vec3 * (var_ref intensity@0x2212b50) (expression float + (constant float (1.000000)) (expression float neg (var_ref _ret_val@0x2261b20) ) ) ) (expression vec3 * (constant vec3 (0.800000 0.400000 0.200000)) (var_ref _ret_val@0x2261b20) ) ) MAD TEMP[161], CONST[20], TEMP[157].xxxx, TEMP[160].xyzz; 191: (assign (constant bool (1)) (xyz) (var_ref _ret_val@0x2262740) (expression vec3 + (expression vec3 * (var_ref intensity@0x2212b50) (expression float + (constant float (1.000000)) (expression float neg (var_ref _ret_val@0x2261b20) ) ) ) (expression vec3 * (constant vec3 (0.800000 0.400000 0.200000)) (var_ref _ret_val@0x2261b20) ) ) ) MOV TEMP[162].xyz, TEMP[161].xyzz; 192: (assign (constant bool (1)) (xyz) (var_ref intensity@0x2212b50) (var_ref _ret_val@0x2262740) ) MOV TEMP[153].xyz, TEMP[162].xyzz; 193: (assign (constant bool (1)) (x) (var_ref arg2@0x2263b20) (expression float neg (swiz w (var_ref renderParameters2@0x2193710) )) ) MOV TEMP[164], UNIFORM[11].-w-w-w-w; 194: (expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x2263b20) ) ) ADD TEMP[166].x, CONST[16].xxxx, TEMP[164].-x-x-x-x; 195: (expression vec3 * (swiz xyz (var_ref main_texture_color@0x2212ca0) )(expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x2263b20) ) ) ) MUL TEMP[167].xyz, TEMP[83].xyzz, TEMP[166].xxxx; 196: (expression vec3 + (expression vec3 * (swiz xyz (var_ref main_texture_color@0x2212ca0) )(expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x2263b20) ) ) ) (expression vec3 * (var_ref _ret_val@0x2262740) (var_ref arg2@0x2263b20) ) ) MAD TEMP[168], TEMP[162].xyzz, TEMP[164].xxxx, TEMP[167].xyzz; 197: (assign (constant bool (1)) (xyz) (var_ref main_texture_color@0x2212ca0) (swiz xyz (expression vec3 + (expression vec3 * (swiz xyz (var_ref main_texture_color@0x2212ca0) )(expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x2263b20) ) ) ) (expression vec3 * (var_ref _ret_val@0x2262740) (var_ref arg2@0x2263b20) ) ) )) MOV TEMP[83].xyz, TEMP[168].xyzz; 198: (expression float + (constant float (1.000000)) (expression float neg (swiz z (var_ref renderParameters2@0x2193710) )) ) ADD TEMP[170].x, CONST[16].xxxx, UNIFORM[11].-z-z-z-z; 199: (assign (constant bool (1)) (x) (var_ref assignment_tmp@0x22294a0) (expression float + (constant float (1.000000)) (expression float neg (swiz z (var_ref renderParameters2@0x2193710) )) ) ) MOV TEMP[171], TEMP[170].xxxx; 200: (expression float * (var_ref assignment_tmp@0x22294a0) (var_ref team_color_ammount@0x2213090) ) MUL TEMP[172].x, TEMP[171].xxxx, TEMP[16].xxxx; 201: (expression float max (swiz w (var_ref main_texture_color@0x2212ca0) )(expression float * (var_ref assignment_tmp@0x22294a0) (var_ref team_color_ammount@0x2213090) ) ) MAX TEMP[173].x, TEMP[83].wwww, TEMP[172].xxxx; 202: (assign (constant bool (1)) (w) (var_ref gl_FragColor@0x21b3190) (swiz xxxx (expression float max (swiz w (var_ref main_texture_color@0x2212ca0) )(expression float * (var_ref assignment_tmp@0x22294a0) (var_ref team_color_ammount@0x2213090) ) ) )) MOV OUTPUT[1].w, TEMP[173].xxxx; 203: (expression float * (var_ref assignment_tmp@0x22294a0) (var_ref assignment_tmp@0x22294a0) ) MUL TEMP[174].x, TEMP[171].xxxx, TEMP[171].xxxx; 204: (expression float * (expression float * (var_ref assignment_tmp@0x22294a0) (var_ref assignment_tmp@0x22294a0) ) (var_ref team_color_ammount@0x2213090) ) MUL TEMP[175].x, TEMP[174].xxxx, TEMP[16].xxxx; 205: (assign (constant bool (1)) (x) (var_ref arg2@0x22653a0) (expression float * (expression float * (var_ref assignment_tmp@0x22294a0) (var_ref assignment_tmp@0x22294a0) ) (var_ref team_color_ammount@0x2213090) ) ) MOV TEMP[176], TEMP[175].xxxx; 206: (expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x22653a0) ) ) ADD TEMP[178].x, CONST[16].xxxx, TEMP[176].-x-x-x-x; 207: (expression vec3 * (swiz xyz (var_ref main_texture_color@0x2212ca0) )(expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x22653a0) ) ) ) MUL TEMP[179].xyz, TEMP[83].xyzz, TEMP[178].xxxx; 208: (expression vec3 + (expression vec3 * (swiz xyz (var_ref main_texture_color@0x2212ca0) )(expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x22653a0) ) ) ) (expression vec3 * (swiz xyz (var_ref teamColor@0x21953c0) )(var_ref arg2@0x22653a0) ) ) MAD TEMP[180], UNIFORM[0].xyzz, TEMP[176].xxxx, TEMP[179].xyzz; 209: (assign (constant bool (1)) (xyz) (var_ref gl_FragColor@0x21b3190) (swiz xyz (expression vec3 + (expression vec3 * (swiz xyz (var_ref main_texture_color@0x2212ca0) )(expression float + (constant float (1.000000)) (expression float neg (var_ref arg2@0x22653a0) ) ) ) (expression vec3 * (swiz xyz (var_ref teamColor@0x21953c0) )(var_ref arg2@0x22653a0) ) ) )) MOV OUTPUT[1].xyz, TEMP[180].xyzz; 210: END