struct v2f { vec4 pos; vec4 uv; vec3 ray; }; struct appdata { vec4 vertex; vec3 normal; }; uniform vec4 _ProjectionParams; uniform mat4 glstate_matrix_modelview0; uniform mat4 glstate_matrix_mvp; vec4 ComputeScreenPos( in vec4 pos ); v2f xlat_main( in appdata v ); vec4 ComputeScreenPos( in vec4 pos ) { vec4 o; o = (pos * 0.500000); o.xy = (vec2( o.x , (o.y * _ProjectionParams.x )) + o.w ); o.zw = pos.zw ; return o; } v2f xlat_main( in appdata v ) { v2f o; o.pos = ( glstate_matrix_mvp * v.vertex ); o.uv = ComputeScreenPos( o.pos); o.ray = (( glstate_matrix_modelview0 * v.vertex ).xyz * vec3( -1.00000, -1.00000, 1.00000)); o.ray = mix( o.ray, v.normal, vec3( float( (v.normal.z != 0.000000) ))); return o; } varying vec4 xlv_TEXCOORD0; varying vec3 xlv_TEXCOORD1; void main() { v2f xl_retval; appdata xlt_v; xlt_v.vertex = vec4( gl_Vertex); xlt_v.normal = vec3( gl_Normal); xl_retval = xlat_main( xlt_v); gl_Position = vec4( xl_retval.pos); xlv_TEXCOORD0 = vec4( xl_retval.uv); xlv_TEXCOORD1 = vec3( xl_retval.ray); }