struct v2f_vertex_lit { vec2 uv; vec4 diff; vec4 spec; }; struct v2f_img { vec4 pos; vec2 uv; }; struct appdata_img { vec4 vertex; vec2 texcoord; }; struct v2f { vec4 vertex; vec4 uvgrab; vec2 uvbump; vec2 uvmain; }; struct appdata_t { vec4 vertex; vec2 texcoord; }; vec2 MultiplyUV( in mat4 mat, in vec2 inUV ); v2f vert( in appdata_t v ); vec2 MultiplyUV( in mat4 mat, in vec2 inUV ) { vec4 temp; temp = vec4( inUV.x , inUV.y , 0.000000, 0.000000); temp = ( mat * temp ); return temp.xy ; } v2f vert( in appdata_t v ) { v2f o; float scale = 1.00000; o.vertex = ( gl_ModelViewProjectionMatrix * v.vertex ); o.uvgrab.xy = ((vec2( o.vertex.x , (o.vertex.y * scale)) + o.vertex.w ) * 0.500000); o.uvgrab.zw = o.vertex.zw ; o.uvbump = MultiplyUV( gl_TextureMatrix[1], v.texcoord); o.uvmain = MultiplyUV( gl_TextureMatrix[2], v.texcoord); return o; } void main() { v2f xl_retval; appdata_t xlt_v; xlt_v.vertex = vec4( gl_Vertex); xlt_v.texcoord = vec2( gl_MultiTexCoord0); xl_retval = vert( xlt_v); gl_Position = vec4( xl_retval.vertex); gl_TexCoord[0] = vec4( xl_retval.uvgrab); gl_TexCoord[1] = vec4( xl_retval.uvbump, 0.0, 0.0); gl_TexCoord[2] = vec4( xl_retval.uvmain, 0.0, 0.0); }