!!ARBvp1.0
	ATTRIB iPos         = vertex.position;
	ATTRIB iNormal      = vertex.normal;
	PARAM  mvinv[4]     = { state.matrix.modelview.invtrans };
	PARAM  mvp[4]       = { state.matrix.mvp };
	PARAM  lightDir     = state.light[0].position;
	PARAM  halfDir      = state.light[0].half;
	PARAM  specExp      = state.material.shininess;
	PARAM  ambientCol   = state.lightprod[0].ambient;
	PARAM  diffuseCol   = state.lightprod[0].diffuse;
	PARAM  specularCol  = state.lightprod[0].specular;
	TEMP   xfNormal, temp, dots;
	OUTPUT oPos         = result.position;
	OUTPUT oColor       = result.color;

	# Transform the vertex to clip coordinates.
	DP4   oPos.x, mvp[0], iPos;
	DP4   oPos.y, mvp[1], iPos;
	DP4   oPos.z, mvp[2], iPos;
	DP4   oPos.w, mvp[3], iPos;

	# Transform the normal to eye coordinates.
	DP3   xfNormal.x, mvinv[0], iNormal;
	DP3   xfNormal.y, mvinv[1], iNormal;
	DP3   xfNormal.z, mvinv[2], iNormal;

	# Compute diffuse and specular dot products and use LIT to compute
	# lighting coefficients.
	DP3   dots.x, xfNormal, lightDir;
	DP3   dots.y, xfNormal, halfDir;
	MOV   dots.w, specExp.x;
	LIT   dots, dots;

	# Accumulate color contributions.
	MAD   temp, dots.y, diffuseCol, ambientCol;
	MAD   oColor.xyz, dots.z, specularCol, temp;
	MOV   oColor.w, diffuseCol.w;
	END
