#line 3 struct v2f { vec4 pos; float fog; vec2 uv; vec4 color; }; #line 1 uniform mat4 mvp; #line 15 #line 15 v2f xlat_main( in vec4 pos, in vec2 uv, in vec3 normal, in vec4 color ) { v2f o; o.pos = (mvp * pos); #line 19 o.color = color; o.color.xyz += normal; o.uv = uv; return o; } varying float xlv_FOG; varying vec2 xlv_TEXCOORD0; varying vec4 xlv_COLOR; void main() { v2f xl_retval; xl_retval = xlat_main( vec4(gl_Vertex), vec2(gl_MultiTexCoord0), vec3(gl_Normal), vec4(gl_Color)); gl_Position = vec4(xl_retval.pos); xlv_FOG = float(xl_retval.fog); xlv_TEXCOORD0 = vec2(xl_retval.uv); xlv_COLOR = vec4(xl_retval.color); } // uniforms: // mvp: type 21 arrsize 0