attribute highp vec4 _glesVertex; attribute mediump vec3 _glesNormal; attribute highp vec4 _glesMultiTexCoord0; attribute lowp vec4 _glesColor; uniform highp mat4 mvp; varying mediump vec2 xlv_TEXCOORD0; varying lowp vec4 xlv_COLOR; void main () { highp vec2 tmpvar_1; tmpvar_1 = _glesMultiTexCoord0.xy; mediump vec2 tmpvar_2; lowp vec4 tmpvar_3; tmpvar_3.w = _glesColor.w; tmpvar_3.xyz = (_glesColor.xyz + _glesNormal); tmpvar_2 = tmpvar_1; gl_Position = (mvp * _glesVertex); xlv_TEXCOORD0 = tmpvar_2; xlv_COLOR = tmpvar_3; } // stats: 2 alu 0 tex 0 flow // inputs: 4 // #0: _glesVertex (high float) 4x1 [-1] // #1: _glesNormal (medium float) 3x1 [-1] // #2: _glesMultiTexCoord0 (high float) 4x1 [-1] // #3: _glesColor (low float) 4x1 [-1] // uniforms: 1 (total size: 0) // #0: mvp (high float) 4x4 [-1]