#line 8 struct v2f { vec4 pos; vec2 uv; vec3 ray; }; #line 2 struct appdata { vec4 vertex; vec2 texcoord; vec3 texcoord1; }; #line 1 uniform mat4 glstate_matrix_mvp; #line 14 #line 14 v2f xlat_main( in appdata v ) { v2f o; o.pos = (glstate_matrix_mvp * v.vertex); #line 18 o.uv = v.texcoord; o.ray = v.texcoord1; return o; } varying vec2 xlv_TEXCOORD0; varying vec3 xlv_TEXCOORD1; void main() { v2f xl_retval; appdata xlt_v; xlt_v.vertex = vec4(gl_Vertex); xlt_v.texcoord = vec2(gl_MultiTexCoord0); xlt_v.texcoord1 = vec3(gl_MultiTexCoord1); xl_retval = xlat_main( xlt_v); gl_Position = vec4(xl_retval.pos); xlv_TEXCOORD0 = vec2(xl_retval.uv); xlv_TEXCOORD1 = vec3(xl_retval.ray); } // uniforms: // glstate_matrix_mvp: type 21 arrsize 0