#version 300 es uniform highp vec4 _ProjectionParams; uniform highp mat4 glstate_matrix_modelview0; uniform highp mat4 glstate_matrix_mvp; in highp vec4 _vertex; in highp vec3 _normal; out highp vec4 xlv_TEXCOORD0; out highp vec3 xlv_TEXCOORD1; void main () { highp vec4 tmpvar_1; highp vec3 tmpvar_2; tmpvar_1 = (glstate_matrix_mvp * _vertex); highp vec4 o_3; o_3 = (tmpvar_1 * 0.5); highp 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 * _vertex).xyz * vec3(-1.0, -1.0, 1.0)); highp vec3 tmpvar_5; tmpvar_5 = mix (tmpvar_2, _normal, vec3(float((_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: _vertex (high float) 4x1 [-1] // #1: _normal (high float) 3x1 [-1] // 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]