struct v2f { vec4 vertex; vec4 color; vec2 texcoord; }; struct appdata_t { vec4 vertex; vec4 color; vec2 texcoord; }; uniform vec4 _MainTex_ST; uniform mat4 glstate_matrix_mvp; v2f xlat_main( in appdata_t v ); v2f xlat_main( in appdata_t v ) { v2f o; o.vertex = ( glstate_matrix_mvp * v.vertex ); o.color = v.color; o.texcoord = ((v.texcoord.xy * _MainTex_ST.xy ) + _MainTex_ST.zw ); return o; } varying vec4 xlv_COLOR; varying vec2 xlv_TEXCOORD0; void main() { v2f xl_retval; appdata_t xlt_v; xlt_v.vertex = vec4( gl_Vertex); xlt_v.color = vec4( gl_Color); xlt_v.texcoord = vec2( gl_MultiTexCoord0); xl_retval = xlat_main( xlt_v); gl_Position = vec4( xl_retval.vertex); xlv_COLOR = vec4( xl_retval.color); xlv_TEXCOORD0 = vec2( xl_retval.texcoord); }