vec4 xll_tex2Dlod(sampler2D s, vec4 coord) { return texture2DLod( s, coord.xy, coord.w); } struct v2f_vertex_lit { vec2 uv; vec4 diff; vec4 spec; }; struct v2f_img { vec4 pos; vec2 uv; }; struct appdata_img { vec4 vertex; vec2 texcoord; }; struct v2f { vec4 pos; vec2 uv; }; struct appdata_base { vec4 vertex; vec3 normal; vec4 texcoord; }; uniform sampler2D _MainTex; v2f vert( in appdata_base v ); v2f vert( in appdata_base v ) { vec4 tex; v2f o; tex = xll_tex2Dlod( _MainTex, vec4( v.texcoord.xy , 0.000000, 0.000000)); v.vertex.y += (tex.x * 2.00000); o.pos = ( gl_ModelViewProjectionMatrix * v.vertex ); o.uv = v.texcoord.xy ; return o; } void main() { v2f xl_retval; appdata_base xlt_v; xlt_v.vertex = vec4( gl_Vertex); xlt_v.normal = vec3( gl_Normal); xlt_v.texcoord = vec4( gl_MultiTexCoord0); xl_retval = vert( xlt_v); gl_Position = vec4( xl_retval.pos); gl_TexCoord[0] = vec4( xl_retval.uv, 0.0, 0.0); }