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; vec3 ray; }; struct appdata { vec4 vertex; vec3 texcoord; }; uniform vec4 _ProjectionParams; vec4 ComputeScreenPos( in vec4 pos ); v2f vert( in appdata v ); vec4 ComputeScreenPos( in vec4 pos ) { vec4 o; o = (pos * 0.500000); o.xy = (vec2( o.x , (o.y * _ProjectionParams.x )) + o.w ); o.zw = pos.zw ; return o; } v2f vert( in appdata v ) { v2f o; o.pos = ( gl_ModelViewProjectionMatrix * v.vertex ); o.uv = ComputeScreenPos( o.pos); o.ray = (( gl_ModelViewMatrix * v.vertex ).xyz * vec3( -1.00000, -1.00000, 1.00000)); o.ray = mix( o.ray, v.texcoord, vec3( float( (v.texcoord.z != 0.000000) ))); return o; } void main() { v2f xl_retval; appdata xlt_v; xlt_v.vertex = vec4( gl_Vertex); xlt_v.texcoord = vec3( gl_MultiTexCoord0); xl_retval = vert( xlt_v); gl_Position = vec4( xl_retval.pos); gl_TexCoord[0] = vec4( xl_retval.uv); gl_TexCoord[1] = vec4( xl_retval.ray, 0.0); }