varying highp vec3 xlv_TEXCOORD1; varying highp vec4 xlv_TEXCOORD0; uniform highp mat4 glstate_matrix_mvp; uniform highp mat4 glstate_matrix_modelview0; uniform highp vec4 _ProjectionParams; attribute mediump vec3 _glesNormal; attribute highp vec4 _glesVertex; void main () { highp vec3 tmpvar_1; tmpvar_1 = _glesNormal; highp vec4 tmpvar_2; tmpvar_2 = (glstate_matrix_mvp * _glesVertex); highp vec4 o_3; highp vec4 tmpvar_4; tmpvar_4 = (tmpvar_2 * 0.5); highp 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; xlv_TEXCOORD0 = o_3; xlv_TEXCOORD1 = mix (((glstate_matrix_modelview0 * _glesVertex).xyz * vec3(-1.0, -1.0, 1.0)), tmpvar_1, vec3(float((tmpvar_1.z != 0.0)))); }