2012-04-03 23:30:07 -04:00
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uniform vec4 _MainTex_ST;
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void main ()
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{
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gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
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gl_FrontColor = gl_Color;
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vec4 tmpvar_1;
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tmpvar_1.zw = vec2(0.0, 0.0);
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tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
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gl_TexCoord[0] = tmpvar_1;
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}
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2014-02-11 02:06:13 -05:00
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2014-10-11 15:32:43 -04:00
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// stats: 4 alu 0 tex 0 flow
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// inputs: 3
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// #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
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// #1: gl_Color (high float) 4x1 [-1] loc 3
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// #2: gl_Vertex (high float) 4x1 [-1] loc 0
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// uniforms: 2 (total size: 0)
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// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
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// #1: _MainTex_ST (high float) 4x1 [-1]
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