#line 1 uniform highp mat4 mvp; #line 12 #line 12 void xlat_main( in highp vec4 pos, in highp vec2 uv, in highp vec3 normal, in highp vec4 color, out highp vec4 opos, out highp float ofog, out highp vec2 ouv, out highp vec4 ocolor ) { opos = (mvp * pos); ocolor = color; #line 16 ocolor.xyz += normal; ouv = uv; } attribute highp vec4 xlat_attrib_POSITION; attribute highp vec2 xlat_attrib_TEXCOORD0; attribute highp vec3 xlat_attrib_NORMAL; attribute highp vec4 xlat_attrib_COLOR; varying highp float xlv_FOG; varying highp vec2 xlv_TEXCOORD0; varying highp vec4 xlv_COLOR; void main() { highp vec4 xlt_opos; highp float xlt_ofog; highp vec2 xlt_ouv; highp vec4 xlt_ocolor; xlat_main( vec4(xlat_attrib_POSITION), vec2(xlat_attrib_TEXCOORD0), vec3(xlat_attrib_NORMAL), vec4(xlat_attrib_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