uniform vec4 v3c; uniform vec4 v3b; uniform vec4 v3a; uniform mat3 m3c; uniform mat3 m3b; uniform mat3 m3a; uniform mat4 mvp; void main () { vec3 rc_1; vec3 rb_2; vec3 tb_3; vec3 ra_4; vec3 ta_5; vec4 tmpvar_6; tmpvar_6 = (mvp * gl_Vertex); gl_Position = tmpvar_6; vec3 tmpvar_7; tmpvar_7 = -((v3a.xyz - gl_Vertex.xyz)); ta_5 = tmpvar_7; vec3 tmpvar_8; tmpvar_8 = (m3a * ta_5); ra_4 = tmpvar_8; vec3 tmpvar_9; tmpvar_9 = -(((mvp * v3b).xyz - gl_Vertex.xyz)); tb_3 = tmpvar_9; vec3 tmpvar_10; tmpvar_10 = (m3b * tb_3); rb_2 = tmpvar_10; vec3 tmpvar_11; tmpvar_11 = (m3c * -((v3c.xyz - gl_Vertex.xyz))); rc_1 = tmpvar_11; vec4 tmpvar_12; tmpvar_12.w = 1.0; tmpvar_12.xyz = ((ra_4 + rb_2) + rc_1).xyz; vec4 tmpvar_13; tmpvar_13 = tmpvar_12; gl_FrontColor = tmpvar_13; }