uniform vec4 _ProjectionParams; void main () { vec4 tmpvar_1; tmpvar_1 = (gl_ModelViewProjectionMatrix * gl_Vertex); vec4 o_i0; vec4 tmpvar_2; tmpvar_2 = (tmpvar_1 * 0.5); o_i0 = tmpvar_2; vec2 tmpvar_3; tmpvar_3.x = tmpvar_2.x; tmpvar_3.y = (tmpvar_2.y * _ProjectionParams.x); o_i0.xy = (tmpvar_3 + tmpvar_2.w); o_i0.zw = tmpvar_1.zw; gl_Position = tmpvar_1; gl_TexCoord[0] = o_i0; vec4 tmpvar_4; tmpvar_4.w = 0.0; tmpvar_4.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_4; }