uniform highp mat4 matrix_mvp; uniform highp mat4 matrix_normal; #line 4 #line 4 void xlat_main( in highp vec4 vertex, out highp vec4 overtex, in highp vec3 normal, out highp vec3 onormal ) { overtex = (matrix_mvp * vertex); } attribute highp vec4 xlat_attrib_POSITION; attribute highp vec3 xlat_attrib_NORMAL; varying highp vec3 xlv_TEXCOORD0; void main() { highp vec4 xlt_overtex; highp vec3 xlt_onormal; xlat_main( vec4(xlat_attrib_POSITION), xlt_overtex, vec3(xlat_attrib_NORMAL), xlt_onormal); gl_Position = vec4(xlt_overtex); xlv_TEXCOORD0 = vec3(xlt_onormal); } // uniforms: // matrix_mvp: type 21 arrsize 0