<jittershader name="mrt.simple.shade.jxs">
	<param name="tex_color" type="int" default="0" />
	<param name="alpha" type="float" default="1." />
	<param name="far_clip" type="float" state="FAR_CLIP" />
	<language name="glsl" version="1.2">
		<bind param="tex_color" program="fp" />
		<bind param="alpha" program="fp" />
		<bind param="far_clip" program="fp" />
		<program name="vp" type="vertex">
<![CDATA[

varying vec3 normal;
varying vec4 position;
varying vec2 texcoord;

void main()
{
	normal = gl_NormalMatrix * gl_Normal;
	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
	texcoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);
	position = gl_ModelViewMatrix * gl_Vertex;
	gl_FrontColor =  gl_Color;
}

]]>		
		</program>
		<program name="fp" type="fragment">
<![CDATA[

varying vec3 normal;
varying vec4 position;
varying vec2 texcoord;
uniform sampler2DRect tex_color;
uniform float far_clip;
uniform float alpha;

void main()
{
	float depth = (-position.z) / far_clip;
	vec3 color = texture2DRect(tex_color,texcoord).rgb * gl_FrontMaterial.diffuse.rgb;
	float a = texture2DRect(tex_color,texcoord).a  * gl_FrontMaterial.diffuse.a * alpha;


	gl_FragData[0]		= vec4(color, a);
	gl_FragData[1]		= vec4(normalize(normal),depth);
}

]]>		
		</program>		
	</language>
</jittershader>
