uniform vec4 _MainTex_ST; varying vec4 xlv_FOG; void main () { vec4 pos_1; pos_1 = (gl_ModelViewProjectionMatrix * gl_Vertex); gl_Position = pos_1; vec4 tmpvar_2; tmpvar_2.yzw = vec3(0.0, 0.0, 0.0); tmpvar_2.x = pos_1.z; xlv_FOG = tmpvar_2; gl_FrontColor = gl_Color; vec4 tmpvar_3; tmpvar_3.zw = vec2(0.0, 0.0); tmpvar_3.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); gl_TexCoord[0] = tmpvar_3; vec4 tmpvar_4; tmpvar_4.w = 0.0; tmpvar_4.xyz = gl_Normal; gl_TexCoord[1] = tmpvar_4; } // stats: 6 alu 0 tex 0 flow // inputs: 4 // #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8 // #1: gl_Color (high float) 4x1 [-1] loc 3 // #2: gl_Normal (high float) 3x1 [-1] loc 2 // #3: gl_Vertex (high float) 4x1 [-1] loc 0 // uniforms: 2 (total size: 0) // #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1] // #1: _MainTex_ST (high float) 4x1 [-1]