!!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
