void main () { gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex); vec4 tmpvar_1; tmpvar_1.w = 1.0; tmpvar_1.xyz = (((mat3(0.1, 0.8, 0.1, 0.3, 0.3, 0.5, 0.9, 0.0, 0.1) * gl_Normal) * 0.5) + 0.5); gl_FrontColor = tmpvar_1; } // stats: 5 alu 0 tex 0 flow // inputs: 2 // #0: gl_Normal (high float) 3x1 [-1] loc 2 // #1: gl_Vertex (high float) 4x1 [-1] loc 0 // uniforms: 1 (total size: 0) // #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]