2012-10-07 23:41:18 -04:00
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uniform vec4 _ProjectionParams;
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void main ()
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{
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vec4 tmpvar_1;
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tmpvar_1 = (gl_ModelViewProjectionMatrix * gl_Vertex);
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vec4 o_2;
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vec4 tmpvar_3;
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tmpvar_3 = (tmpvar_1 * 0.5);
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vec2 tmpvar_4;
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tmpvar_4.x = tmpvar_3.x;
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tmpvar_4.y = (tmpvar_3.y * _ProjectionParams.x);
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o_2.xy = (tmpvar_4 + tmpvar_3.w);
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o_2.zw = tmpvar_1.zw;
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gl_Position = tmpvar_1;
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gl_TexCoord[0] = o_2;
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vec4 tmpvar_5;
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tmpvar_5.w = 0.0;
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tmpvar_5.xyz = mix (((gl_ModelViewMatrix * gl_Vertex).xyz * vec3(-1.0, -1.0, 1.0)), gl_MultiTexCoord0.xyz, vec3(float((gl_MultiTexCoord0.z != 0.0))));
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gl_TexCoord[1] = tmpvar_5;
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}
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2014-02-11 02:06:13 -05:00
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// inputs: 2, stats: 10 alu 0 tex 0 flow
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