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 pos; vec4 uv[4]; }; uniform vec4 _MainTex_TexelSize; vec2 MultiplyUV( in mat4 mat, in vec2 inUV ); v2f vert( in appdata_img 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_img v ) { v2f o; vec4 uv; float offX; float offY; o.pos = ( gl_ModelViewProjectionMatrix * v.vertex ); uv.xy = MultiplyUV( gl_TextureMatrix[0], v.texcoord); uv.zw = vec2( 0.000000); offX = _MainTex_TexelSize.x ; offY = _MainTex_TexelSize.y ; o.uv[ 0 ] = (uv + vec4( ( -offX ), ( -offY ), 0.000000, 1.00000)); o.uv[ 1 ] = (uv + vec4( offX, ( -offY ), 0.000000, 1.00000)); o.uv[ 2 ] = (uv + vec4( offX, offY, 0.000000, 1.00000)); o.uv[ 3 ] = (uv + vec4( ( -offX ), offY, 0.000000, 1.00000)); return o; } void main() { v2f xl_retval; appdata_img xlt_v; xlt_v.vertex = vec4( gl_Vertex); xlt_v.texcoord = vec2( gl_MultiTexCoord0); xl_retval = vert( xlt_v); gl_Position = vec4( xl_retval.pos); gl_TexCoord[0] = vec4( xl_retval.uv[0]); gl_TexCoord[1] = vec4( xl_retval.uv[1]); gl_TexCoord[2] = vec4( xl_retval.uv[2]); gl_TexCoord[3] = vec4( xl_retval.uv[3]); }