#version 300 es in vec4 _glesVertex; in vec4 _glesMultiTexCoord0; in vec4 _glesTANGENT; uniform highp mat4 glstate_matrix_mvp; out mediump vec2 xlv_TEXCOORD0; out lowp vec4 xlv_TEXCOORD1; void main () { vec4 tmpvar_1; tmpvar_1.xyz = normalize(_glesTANGENT.xyz); tmpvar_1.w = _glesTANGENT.w; lowp vec4 tmpvar_2; tmpvar_2.xy = (_glesMultiTexCoord0.xy * 0.3); tmpvar_2.xyz = (tmpvar_2.xyz + ((tmpvar_1.xyz * 0.5) + 0.5)); tmpvar_2.w = 0.0; gl_Position = (glstate_matrix_mvp * _glesVertex); xlv_TEXCOORD0 = _glesMultiTexCoord0.xy; xlv_TEXCOORD1 = tmpvar_2; } // stats: 7 alu 0 tex 0 flow // inputs: 3 // #0: _glesVertex (high float) 4x1 [-1] // #1: _glesMultiTexCoord0 (high float) 4x1 [-1] // #2: _glesTANGENT (high float) 4x1 [-1] // uniforms: 1 (total size: 0) // #0: glstate_matrix_mvp (high float) 4x4 [-1]