#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; } 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() { 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