attribute highp vec4 _glesVertex; attribute mediump vec3 _glesNormal; uniform highp vec4 _ProjectionParams; uniform highp mat4 glstate_matrix_modelview0; uniform highp mat4 glstate_matrix_mvp; varying highp vec4 xlv_TEXCOORD0; varying highp vec3 xlv_TEXCOORD1; void main () { highp vec3 tmpvar_1; tmpvar_1 = _glesNormal; highp vec4 tmpvar_2; highp vec3 tmpvar_3; tmpvar_2 = (glstate_matrix_mvp * _glesVertex); highp vec4 o_4; o_4 = (tmpvar_2 * 0.5); highp vec2 tmpvar_5; tmpvar_5.x = o_4.x; tmpvar_5.y = (o_4.y * _ProjectionParams.x); o_4.xy = (tmpvar_5 + o_4.w); o_4.zw = tmpvar_2.zw; tmpvar_3 = ((glstate_matrix_modelview0 * _glesVertex).xyz * vec3(-1.0, -1.0, 1.0)); highp vec3 tmpvar_6; tmpvar_6 = mix (tmpvar_3, tmpvar_1, vec3(float((tmpvar_1.z != 0.0)))); tmpvar_3 = tmpvar_6; gl_Position = tmpvar_2; xlv_TEXCOORD0 = o_4; xlv_TEXCOORD1 = tmpvar_6; } // stats: 9 alu 0 tex 0 flow // inputs: 2 // #0: _glesVertex (high float) 4x1 [-1] // #1: _glesNormal (medium float) 3x1 [-1] // uniforms: 3 (total size: 0) // #0: _ProjectionParams (high float) 4x1 [-1] // #1: glstate_matrix_modelview0 (high float) 4x4 [-1] // #2: glstate_matrix_mvp (high float) 4x4 [-1]