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 uv; }; v2f vert( in vec4 vertex, in vec2 uv ); v2f vert( in vec4 vertex, in vec2 uv ) { v2f o; float scale = 1.00000; o.vertex = ( gl_ModelViewProjectionMatrix * vertex ); o.uv.xy = ((vec2( o.vertex.x , (o.vertex.y * scale)) + o.vertex.w ) * 0.500000); o.uv.zw = o.vertex.zw ; return o; } void main() { v2f xl_retval; xl_retval = vert( vec4(gl_Vertex), vec2(gl_MultiTexCoord0)); gl_Position = vec4( xl_retval.vertex); gl_TexCoord[0] = vec4( xl_retval.uv); }