uniform vec4 _Detail_ST; uniform vec4 _MainTex_ST; uniform vec4 _ProjectionParams; varying vec4 xlv_FOG; void main () { vec4 tmpvar_1; vec4 tmpvar_2; tmpvar_2 = (gl_ModelViewProjectionMatrix * gl_Vertex); tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); tmpvar_1.zw = ((gl_MultiTexCoord1.xy * _Detail_ST.xy) + _Detail_ST.zw); vec4 o_3; vec4 tmpvar_4; tmpvar_4 = (tmpvar_2 * 0.5); vec2 tmpvar_5; tmpvar_5.x = tmpvar_4.x; tmpvar_5.y = (tmpvar_4.y * _ProjectionParams.x); o_3.xy = (tmpvar_5 + tmpvar_4.w); o_3.zw = tmpvar_2.zw; gl_Position = tmpvar_2; vec4 tmpvar_6; tmpvar_6.yzw = vec3(0.0, 0.0, 0.0); tmpvar_6.x = tmpvar_2.z; xlv_FOG = tmpvar_6; gl_TexCoord[0] = tmpvar_1; gl_TexCoord[1] = o_3; } // inputs: 3, stats: 9 alu 0 tex 0 flow