varying vec4 xlv_FOG; 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; vec4 o_i0_i1; vec4 tmpvar_4; tmpvar_4 = (tmpvar_1 * 0.5); o_i0_i1 = tmpvar_4; vec2 tmpvar_5; tmpvar_5.x = tmpvar_4.x; tmpvar_5.y = (tmpvar_4.y * _ProjectionParams.x); o_i0_i1.xy = (tmpvar_5 + tmpvar_4.w); o_i0_i1.zw = tmpvar_1.zw; gl_Position = tmpvar_1; vec4 tmpvar_6; tmpvar_6.yzw = vec3(0.0, 0.0, 0.0); tmpvar_6.x = tmpvar_1.z; xlv_FOG = tmpvar_6; gl_TexCoord[0] = o_i0; gl_TexCoord[1] = o_i0_i1; }