uniform vec4 _ProjectionParams; uniform mat4 glstate_matrix_modelview0; uniform mat4 glstate_matrix_mvp; varying vec4 xlv_TEXCOORD0; varying vec3 xlv_TEXCOORD1; void main () { vec4 tmpvar_1; vec3 tmpvar_2; tmpvar_1 = (glstate_matrix_mvp * gl_Vertex); vec4 o_3; o_3 = (tmpvar_1 * 0.5); vec2 tmpvar_4; tmpvar_4.x = o_3.x; tmpvar_4.y = (o_3.y * _ProjectionParams.x); o_3.xy = (tmpvar_4 + o_3.w); o_3.zw = tmpvar_1.zw; tmpvar_2 = ((glstate_matrix_modelview0 * gl_Vertex).xyz * vec3(-1.0, -1.0, 1.0)); vec3 tmpvar_5; tmpvar_5 = mix (tmpvar_2, gl_Normal, vec3(float((gl_Normal.z != 0.0)))); tmpvar_2 = tmpvar_5; gl_Position = tmpvar_1; xlv_TEXCOORD0 = o_3; xlv_TEXCOORD1 = tmpvar_5; } // stats: 9 alu 0 tex 0 flow // inputs: 2 // #0: gl_Normal (high float) 3x1 [-1] loc 2 // #1: gl_Vertex (high float) 4x1 [-1] loc 0 // uniforms: 3 (total size: 0) // #0: _ProjectionParams (high float) 4x1 [-1] // #1: glstate_matrix_modelview0 (high float) 4x4 [-1] // #2: glstate_matrix_mvp (high float) 4x4 [-1]