!!ARBfp1.0
# cgc version 1.3.0001, build date Jan  7 2005 14:01:35
# command line args: -profile arbfp1
# source file: D:\jean9\Ohjelmointi\demot\fahrenheit\data\shaders\twister.cg
#vendor NVIDIA Corporation
#version 1.0.02
#profile arbfp1
#program main
#semantic main.tex : S0
#semantic main.cont : C0
#semantic main.phase1 : C1
#semantic main.phase2 : C2
#var float2 pos : $vin.TEX0 : TEX0 : 0 : 1
#var float4 color : $vin.COL0 : COL0 : 1 : 0
#var sampler2D tex : S0 : texunit 0 : 2 : 1
#var float cont : C0 : c[0] : 3 : 1
#var float phase1 : C1 : c[1] : 4 : 1
#var float phase2 : C2 : c[2] : 5 : 1
#var float4 main.color : $vout.COL : COL : -1 : 1
#const c[3] = 0.5 1 0 -1
#const c[4] = -0.03898651 0.1462645 -0.321175 0.9992138
#const c[5] = 2 0 3.141593 1.570796
#const c[6] = 6 -3 0.33
PARAM c[7] = { program.local[0..2],
		{ 0.5, 1, 0, -1 },
		{ -0.038986512, 0.14626446, -0.32117498, 0.99921381 },
		{ 2, 0, 3.1415927, 1.5707964 },
		{ 6, -3, 0.33000001 } };
TEMP R0;
TEMP R1;
TEMP R2;
RCP R0.x, fragment.texcoord[0].x;
MUL R2.x, fragment.texcoord[0].y, R0;
RCP R0.xy, R2.x;
MOV R0.w, -R0.y;
MOV R0.z, -R0.x;
MOV R0.xy, R2.x;
ADD R1.x, R2, c[3].y;
SLT R1.z, c[3].y, -R2.x;
SGE R1.y, c[3], R2.x;
MUL R1.w, R1.y, R1.z;
SLT R1.y, c[3].z, R1.x;
SGE R1.x, R2, c[3].y;
MUL R1.z, R1.x, R1.y;
SLT R1.y, R2.x, c[3];
SGE R1.x, R2, c[3].w;
MUL R1.x, R1, R1.y;
SLT R2.y, c[3], R2.x;
SGE R1.y, c[3].w, R2.x;
MUL R1.y, R1, R2;
DP4 R0.x, R0, R1;
MUL R0.y, R0.x, R0.x;
SGE R0.z, R2.x, c[3];
MAD R0.y, R0, c[4].x, c[4];
MUL R0.y, R0, R0.x;
MAD R0.y, R0, R0.x, c[4].z;
MUL R0.y, R0, R0.x;
MUL R0.z, R0, c[5].x;
MAD R0.y, R0, R0.x, c[4].w;
DP4 R0.w, R1, c[5].yzww;
ADD R0.z, R0, c[3].w;
MUL R0.w, R0.z, R0;
MAD R0.w, R0.y, R0.x, R0;
ADD R0.z, -fragment.texcoord[0].y, c[3].x;
MUL R0.y, R0.z, R0.z;
ADD R0.x, -fragment.texcoord[0], c[3];
MAD R0.y, R0.x, R0.x, R0;
ADD R0.y, R0, R0.w;
ADD R0.w, R0.y, c[1].x;
ADD R0.y, R0, c[2].x;
MUL R0.x, R0, R0.w;
MUL R0.y, R0.z, R0;
ADD R0.xy, fragment.texcoord[0], R0;
MAD R0.x, R0, c[6], c[6].y;
MAD R0.y, R0, c[6].x, c[6];
SIN R0.x, R0.x;
SIN R0.y, R0.y;
MAD R0.x, R0, c[3], c[3];
MAD R0.y, R0, c[3].x, c[3].x;
ADD R0.zw, fragment.texcoord[0].xyxy, R0.xyxy;
MUL R0.zw, R0, c[3].x;
TEX R2, R0.zwzw, texture[0], 2D;
TEX R1, R0, texture[0], 2D;
TEX R0, fragment.texcoord[0], texture[0], 2D;
ADD R0, R0, R1;
ADD R0, R0, R2;
MUL R0, R0, c[6].z;
ADD R0, R0, c[0].x;
MAD result.color, R0, R0, -c[0].x;
END
# 58 instructions, 3 R-regs
