uniform vec4 _ProjectionParams; uniform mat4 glstate_matrix_modelview0; uniform mat4 glstate_matrix_mvp; varying vec4 xlv_TEXCOORD0; varying vec3 xlv_TEXCOORD1; void main () { vec4 tmpvar_1; tmpvar_1 = (glstate_matrix_mvp * 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; gl_Position = tmpvar_1; xlv_TEXCOORD0 = o_2; xlv_TEXCOORD1 = mix (((glstate_matrix_modelview0 * gl_Vertex).xyz * vec3(-1.0, -1.0, 1.0)), gl_Normal, vec3(float((gl_Normal.z != 0.0)))); } // inputs: 2, stats: 9 alu 0 tex 0 flow