#line 1 uniform mat4 mvp; #line 12 #line 12 void xlat_main( in vec4 pos, in vec2 uv, in vec3 normal, in vec4 color, out vec4 opos, out float ofog, out vec2 ouv, out vec4 ocolor ) { opos = (mvp * pos); ocolor = color; #line 16 ocolor.xyz += normal; ouv = uv; } varying float xlv_FOG; varying vec2 xlv_TEXCOORD0; varying vec4 xlv_COLOR; void main() { vec4 xlt_opos; float xlt_ofog; vec2 xlt_ouv; vec4 xlt_ocolor; xlat_main( vec4(gl_Vertex), vec2(gl_MultiTexCoord0), vec3(gl_Normal), vec4(gl_Color), xlt_opos, xlt_ofog, xlt_ouv, xlt_ocolor); gl_Position = vec4(xlt_opos); xlv_FOG = float(xlt_ofog); xlv_TEXCOORD0 = vec2(xlt_ouv); xlv_COLOR = vec4(xlt_ocolor); } // uniforms: // mvp: type 21 arrsize 0