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//
// TODO:
// - what to do with ftransform? can it stay in the current form?
// - implement texture1DLod, texture2DLod, texture3DLod, textureCubeLod,
// - implement shadow1DLod, shadow2DLod,
//

//
// From Shader Spec, ver. 1.10, rev. 59
//

__fixed_output vec4 gl_Position;
__fixed_output float gl_PointSize;
__fixed_output vec4 gl_ClipVertex;

attribute vec4 gl_Color;
attribute vec4 gl_SecondaryColor;
attribute vec3 gl_Normal;
attribute vec4 gl_Vertex;
attribute vec4 gl_MultiTexCoord0;
attribute vec4 gl_MultiTexCoord1;
attribute vec4 gl_MultiTexCoord2;
attribute vec4 gl_MultiTexCoord3;
attribute vec4 gl_MultiTexCoord4;
attribute vec4 gl_MultiTexCoord5;
attribute vec4 gl_MultiTexCoord6;
attribute vec4 gl_MultiTexCoord7;
attribute float gl_FogCoord;

varying vec4 gl_FrontColor;
varying vec4 gl_BackColor;
varying vec4 gl_FrontSecondaryColor;
varying vec4 gl_BackSecondaryColor;
varying vec4 gl_TexCoord[gl_MaxTextureCoords];
varying float gl_FogFragCoord;

//
// Geometric Functions
//

vec4 ftransform () {
    return gl_ModelViewProjectionMatrix * gl_Vertex;
}

//
// 8.7 Texture Lookup Functions
//

vec4 texture1DLod (sampler1D sampler, float coord, float lod) {
	// XXX:
    return vec4 (0.0);
}

vec4 texture1DProjLod (sampler1D sampler, vec2 coord, float lod) {
    return texture1DLod (sampler, coord.s / coord.t, lod);
}

vec4 texture1DProjLod (sampler1D sampler, vec4 coord, float lod) {
    return texture1DLod (sampler, coord.s / coord.q, lod);
}

vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod) {
	// XXX:
    return vec4 (0.0);
}

vec4 texture2DProjLod (sampler2D sampler, vec3 coord, float lod) {
	vec2 u;
	u.s = coord.s / coord.p;
	u.t = coord.t / coord.p;
    return texture2DLod (sampler, u, lod);
}

vec4 texture2DProjLod (sampler2D sampler, vec4 coord, float lod) {
	vec2 u;
	u.s = coord.s / coord.q;
	u.t = coord.t / coord.q;
    return texture2DLod (sampler, u, lod);
}

vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod) {
	// XXX:
    return vec4 (0.0);
}
vec4 texture3DProjLod (sampler3D sampler, vec4 coord, float lod) {
	vec3 u;
	u.s = coord.s / coord.q;
	u.t = coord.t / coord.q;
	u.p = coord.p / coord.q;
    return texture3DLod (sampler, u, lod);
}

vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod) {
	// XXX:
    return vec4 (0.0);
}

vec4 shadow1DLod (sampler1DShadow sampler, vec3 coord, float lod) {
	// XXX:
    return vec4 (0.0);
}

vec4 shadow2DLod (sampler2DShadow sampler, vec3 coord, float lod) {
	// XXX:
    return vec4 (0.0);
}

vec4 shadow1DProjLod (sampler1DShadow sampler, vec4 coord, float lod) {
	vec3 u;
	u.s = coord.s / coord.q;
	u.t = 0.0;
	u.p = coord.p / coord.q;
    return shadow1DLod (sampler, u, lod);
}

vec4 shadow2DProjLod (sampler2DShadow sampler, vec4 coord, float lod) {
	vec3 u;
	u.s = coord.s / coord.q;
	u.t = coord.t / coord.q;
	u.p = coord.p / coord.q;
    return shadow2DLod (sampler, u, lod);
}