uniform vec4 _BumpMap_ST; attribute vec4 TANGENT; void main () { vec3 binormal_1; binormal_1 = (((gl_Normal.yzx * TANGENT.zxy) - (gl_Normal.zxy * TANGENT.yzx)) * TANGENT.w); mat3 tmpvar_2; tmpvar_2[0].x = TANGENT.x; tmpvar_2[0].y = binormal_1.x; tmpvar_2[0].z = gl_Normal.x; tmpvar_2[1].x = TANGENT.y; tmpvar_2[1].y = binormal_1.y; tmpvar_2[1].z = gl_Normal.y; tmpvar_2[2].x = TANGENT.z; tmpvar_2[2].y = binormal_1.z; tmpvar_2[2].z = gl_Normal.z; gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex); vec4 tmpvar_3; tmpvar_3.zw = vec2(0.0, 0.0); tmpvar_3.xy = ((gl_MultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); gl_TexCoord[0] = tmpvar_3; vec4 tmpvar_4; tmpvar_4.w = 0.0; tmpvar_4.xyz = (tmpvar_2 * gl_ModelViewMatrixInverseTranspose[0].xyz); gl_TexCoord[1] = tmpvar_4; vec4 tmpvar_5; tmpvar_5.w = 0.0; tmpvar_5.xyz = (tmpvar_2 * gl_ModelViewMatrixInverseTranspose[1].xyz); gl_TexCoord[2] = tmpvar_5; vec4 tmpvar_6; tmpvar_6.w = 0.0; tmpvar_6.xyz = (tmpvar_2 * gl_ModelViewMatrixInverseTranspose[2].xyz); gl_TexCoord[3] = tmpvar_6; } // stats: 14 alu 0 tex 0 flow // inputs: 4 // #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8 // #1: gl_Normal (high float) 3x1 [-1] loc 2 // #2: gl_Vertex (high float) 4x1 [-1] loc 0 // #3: TANGENT (high float) 4x1 [-1] // uniforms: 3 (total size: 0) // #0: gl_ModelViewMatrixInverseTranspose (high float) 4x4 [-1] // #1: gl_ModelViewProjectionMatrix (high float) 4x4 [-1] // #2: _BumpMap_ST (high float) 4x1 [-1]