#line 3 struct v2f { highp vec4 pos; highp float fog; highp vec2 uv; highp vec4 color; }; #line 1 uniform highp mat4 mvp; #line 15 #line 15 v2f xlat_main( in highp vec4 pos, in highp vec2 uv, in highp vec3 normal, in highp vec4 color ) { v2f o; o.pos = (mvp * pos); #line 19 o.color = color; o.color.xyz += normal; o.uv = uv; return o; } in highp vec4 xlat_attrib_POSITION; in highp vec2 xlat_attrib_TEXCOORD0; in highp vec3 xlat_attrib_NORMAL; in highp vec4 xlat_attrib_COLOR; out highp float xlv_FOG; out highp vec2 xlv_TEXCOORD0; out highp vec4 xlv_COLOR; void main() { v2f xl_retval; xl_retval = xlat_main( vec4(xlat_attrib_POSITION), vec2(xlat_attrib_TEXCOORD0), vec3(xlat_attrib_NORMAL), vec4(xlat_attrib_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