uniform vec4 _ProjectionParams; void main () { vec4 tmpvar_1; vec3 tmpvar_2; tmpvar_1 = (gl_ModelViewProjectionMatrix * 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 = ((gl_ModelViewMatrix * gl_Vertex).xyz * vec3(-1.0, -1.0, 1.0)); vec3 tmpvar_5; tmpvar_5 = mix (tmpvar_2, gl_MultiTexCoord0.xyz, vec3(float((gl_MultiTexCoord0.z != 0.0)))); tmpvar_2 = tmpvar_5; gl_Position = tmpvar_1; gl_TexCoord[0] = o_3; vec4 tmpvar_6; tmpvar_6.w = 0.0; tmpvar_6.xyz = tmpvar_5; gl_TexCoord[1] = tmpvar_6; } // stats: 10 alu 0 tex 0 flow // inputs: 2 // #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8 // #1: gl_Vertex (high float) 4x1 [-1] loc 0 // uniforms: 3 (total size: 0) // #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1] // #1: gl_ModelViewMatrix (high float) 4x4 [-1] // #2: _ProjectionParams (high float) 4x1 [-1]