uniform vec4 _ProjectionParams; 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; gl_TexCoord[0] = o_2; vec4 tmpvar_5; tmpvar_5.w = 0.0; tmpvar_5.xyz = mix (((gl_ModelViewMatrix * gl_Vertex).xyz * vec3(-1.0, -1.0, 1.0)), gl_MultiTexCoord0.xyz, vec3(float((gl_MultiTexCoord0.z != 0.0)))); gl_TexCoord[1] = tmpvar_5; }