void main () { mat3 tmpvar_1; tmpvar_1[0] = gl_ModelViewMatrixInverseTranspose[0].xyz; tmpvar_1[1] = gl_ModelViewMatrixInverseTranspose[1].xyz; tmpvar_1[2] = gl_ModelViewMatrixInverseTranspose[2].xyz; gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex); vec4 tmpvar_2; tmpvar_2.w = 0.0; tmpvar_2.xyz = (tmpvar_1 * gl_Normal); gl_TexCoord[0] = tmpvar_2; } // stats: 3 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: 2 (total size: 0) // #0: gl_ModelViewMatrixInverseTranspose (high float) 4x4 [-1] // #1: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]