uniform vec4 _MainTex_ST; uniform vec4 _ProjectionParams; varying vec4 xlv_FOG; 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; gl_Position = tmpvar_1; vec4 tmpvar_5; tmpvar_5.yzw = vec3(0.0, 0.0, 0.0); tmpvar_5.x = tmpvar_1.z; xlv_FOG = tmpvar_5; vec4 tmpvar_6; tmpvar_6.zw = vec2(0.0, 0.0); tmpvar_6.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); gl_TexCoord[0] = tmpvar_6; gl_TexCoord[1] = o_2; } // inputs: 2, stats: 8 alu 0 tex 0 flow