uniform vec4 _ProjectionParams; varying vec4 xlv_FOG; void main () { vec4 pos_1; pos_1 = (gl_ModelViewProjectionMatrix * gl_Vertex); vec4 o_2; o_2 = (pos_1 * 0.5); vec2 tmpvar_3; tmpvar_3.x = o_2.x; tmpvar_3.y = (o_2.y * _ProjectionParams.x); o_2.xy = (tmpvar_3 + o_2.w); o_2.zw = pos_1.zw; vec4 o_4; o_4 = (pos_1 * 0.5); vec2 tmpvar_5; tmpvar_5.x = o_4.x; tmpvar_5.y = (o_4.y * _ProjectionParams.x); o_4.xy = (tmpvar_5 + o_4.w); o_4.zw = pos_1.zw; gl_Position = pos_1; vec4 tmpvar_6; tmpvar_6.yzw = vec3(0.0, 0.0, 0.0); tmpvar_6.x = pos_1.z; xlv_FOG = tmpvar_6; gl_TexCoord[0] = o_2; gl_TexCoord[1] = o_4; } // stats: 8 alu 0 tex 0 flow // inputs: 1 // #0: gl_Vertex (high float) 4x1 [-1] loc 0 // uniforms: 2 (total size: 0) // #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1] // #1: _ProjectionParams (high float) 4x1 [-1]