#line 10 struct v2f { vec4 pos; float fog; vec2 uv; vec4 color; }; #line 3 struct a2v { vec4 pos; vec2 uv; vec3 normal; vec4 color; }; #line 1 uniform mat4 mvp; #line 17 #line 17 v2f xlat_main( in a2v v ) { v2f o; vec4 vec = (v.pos * mvp); #line 22 vec4 vec_1 = v.color; vec_1.xyz += v.normal; o.color = vec_1; #line 26 o.pos = vec; o.uv = v.uv; return o; } varying float xlv_FOG; varying vec2 xlv_TEXCOORD0; varying vec4 xlv_COLOR; void main() { v2f xl_retval; a2v xlt_v; xlt_v.pos = vec4(gl_Vertex); xlt_v.uv = vec2(gl_MultiTexCoord0); xlt_v.normal = vec3(gl_Normal); xlt_v.color = vec4(gl_Color); xl_retval = xlat_main( xlt_v); 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