uniform vec4 _Illum_ST; uniform vec4 _MainTex_ST; uniform vec4 _ProjectionParams; varying vec4 xlv_FOG; void main () { vec4 tmpvar_1; vec4 pos_2; pos_2 = (gl_ModelViewProjectionMatrix * gl_Vertex); tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); tmpvar_1.zw = ((gl_MultiTexCoord0.xy * _Illum_ST.xy) + _Illum_ST.zw); vec4 o_3; o_3 = (pos_2 * 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 = pos_2.zw; gl_Position = pos_2; vec4 tmpvar_5; tmpvar_5.yzw = vec3(0.0, 0.0, 0.0); tmpvar_5.x = pos_2.z; xlv_FOG = tmpvar_5; gl_TexCoord[0] = tmpvar_1; gl_TexCoord[1] = o_3; } // stats: 9 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: 4 (total size: 0) // #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1] // #1: _Illum_ST (high float) 4x1 [-1] // #2: _MainTex_ST (high float) 4x1 [-1] // #3: _ProjectionParams (high float) 4x1 [-1]