#line 8 struct v2f { highp vec4 pos; highp vec2 uv; highp vec3 ray; }; #line 2 struct appdata { highp vec4 vertex; highp vec2 texcoord; highp vec3 texcoord1; }; #line 1 uniform highp 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; } in highp vec4 xlat_attrib_POSITION; in highp vec2 xlat_attrib_TEXCOORD0; in highp vec3 xlat_attrib_TEXCOORD1; out highp vec2 xlv_TEXCOORD0; out highp vec3 xlv_TEXCOORD1; void main() { v2f xl_retval; appdata xlt_v; xlt_v.vertex = vec4(xlat_attrib_POSITION); xlt_v.texcoord = vec2(xlat_attrib_TEXCOORD0); xlt_v.texcoord1 = vec3(xlat_attrib_TEXCOORD1); 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