#line 16 struct v2f { vec4 pos; float fog; vec2 uv; vec4 color; }; #line 9 struct a2v { vec4 pos; vec2 uv; vec3 normal; vec4 color; }; #line 1 uniform mat4 mvp; uniform mat4 hmat4; uniform mat3 hmat3; uniform mat2 hmat2; #line 5 uniform mat4 fmat4; uniform mat3 fmat3; uniform mat2 fmat2; #line 23 #line 23 v2f xlat_main( in a2v v ) { v2f o; o.pos = (mvp * v.pos); #line 27 o.pos += (hmat4 * v.pos); o.pos.xyz += (hmat3 * v.pos.xyz); o.pos.xy += (hmat2 * v.pos.xy); o.pos += (fmat4 * v.pos); #line 31 o.pos.xyz += (fmat3 * v.pos.xyz); o.pos.xy += (fmat2 * v.pos.xy); o.color = v.color; o.color = v.color; #line 35 o.color = v.color; o.color = v.color; o.color.xyz += v.normal; o.uv = v.uv; #line 40 float dx = v.pos.x; float dy = v.pos.y; float dz = v.pos.z; #line 44 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: // fmat2: type 13 arrsize 0 // fmat3: type 17 arrsize 0 // fmat4: type 21 arrsize 0 // hmat2: type 13 arrsize 0 // hmat3: type 17 arrsize 0 // hmat4: type 21 arrsize 0 // mvp: type 21 arrsize 0