uniform vec4 _MainTex_ST; uniform mat4 _Object2World; 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; gl_Position = pos_1; vec4 tmpvar_4; tmpvar_4.yzw = vec3(0.0, 0.0, 0.0); tmpvar_4.x = pos_1.z; xlv_FOG = tmpvar_4; vec4 tmpvar_5; tmpvar_5.zw = vec2(0.0, 0.0); tmpvar_5.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); gl_TexCoord[0] = tmpvar_5; vec4 tmpvar_6; tmpvar_6.w = 0.0; tmpvar_6.xyz = (_Object2World * gl_Vertex).xyz; gl_TexCoord[1] = tmpvar_6; gl_TexCoord[2] = o_2; } // stats: 10 alu 0 tex 0 flow // inputs: 2 // #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8 // #1: gl_Vertex (high float) 4x1 [-1] loc 0 // uniforms: 4 (total size: 0) // #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1] // #1: _MainTex_ST (high float) 4x1 [-1] // #2: _Object2World (high float) 4x4 [-1] // #3: _ProjectionParams (high float) 4x1 [-1]