varying vec4 xlv_FOG; uniform vec4 _ProjectionParams; void main () { vec4 tmpvar_1; tmpvar_1 = (gl_ModelViewProjectionMatrix * gl_Vertex); vec4 o_2; vec4 tmpvar_3; tmpvar_3 = (tmpvar_1 * 0.5); vec2 tmpvar_4; tmpvar_4.x = tmpvar_3.x; tmpvar_4.y = (tmpvar_3.y * _ProjectionParams.x); o_2.xy = (tmpvar_4 + tmpvar_3.w); o_2.zw = tmpvar_1.zw; vec4 o_5; vec4 tmpvar_6; tmpvar_6 = (tmpvar_1 * 0.5); vec2 tmpvar_7; tmpvar_7.x = tmpvar_6.x; tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x); o_5.xy = (tmpvar_7 + tmpvar_6.w); o_5.zw = tmpvar_1.zw; gl_Position = tmpvar_1; vec4 tmpvar_8; tmpvar_8.yzw = vec3(0.0, 0.0, 0.0); tmpvar_8.x = tmpvar_1.z; xlv_FOG = tmpvar_8; gl_TexCoord[0] = o_2; gl_TexCoord[1] = o_5; }