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; vec2 texcoord; vec3 cubenormal; }; struct appdata { vec4 vertex; vec2 texcoord; vec3 normal; }; uniform vec4 _MainTex_ST; v2f vert( in appdata v ); v2f vert( in appdata v ) { v2f o; o.pos = ( gl_ModelViewProjectionMatrix * v.vertex ); o.texcoord = ((v.texcoord.xy * _MainTex_ST.xy ) + _MainTex_ST.zw ); o.cubenormal = vec3( ( gl_ModelViewMatrix * vec4( v.normal, 0.000000) )); return o; } void main() { v2f xl_retval; appdata xlt_v; xlt_v.vertex = vec4( gl_Vertex); xlt_v.texcoord = vec2( gl_MultiTexCoord0); xlt_v.normal = vec3( gl_Normal); xl_retval = vert( xlt_v); gl_Position = vec4( xl_retval.pos); gl_TexCoord[0] = vec4( xl_retval.texcoord, 0.0, 0.0); gl_TexCoord[1] = vec4( xl_retval.cubenormal, 0.0); }