#line 1 "complex-prepasslight-in.txt" float4x4 glstate_matrix_mvp ; float4x4 glstate_matrix_modelview0 ; uniform float4 _ProjectionParams ; inline float4 ComputeScreenPos ( float4 pos ) { float4 o = pos * 0.5f ; o . xy = float2 ( o . x , o . y * _ProjectionParams . x ) + o . w ; o . zw = pos . zw ; return o ; } struct appdata { float4 vertex : POSITION ; float3 normal : NORMAL ; } ; struct v2f { float4 pos : POSITION ; float4 uv : TEXCOORD0 ; float3 ray : TEXCOORD1 ; } ; v2f main ( appdata v ) { v2f o ; o . pos = mul ( glstate_matrix_mvp , v . vertex ) ; o . uv = ComputeScreenPos ( o . pos ) ; o . ray = mul ( glstate_matrix_modelview0 , v . vertex ) . xyz * float3 ( - 1 , - 1 , 1 ) ; o . ray = lerp ( o . ray , v . normal , v . normal . z != 0 ) ; return o ; }