39 lines
1.1 KiB
Plaintext
39 lines
1.1 KiB
Plaintext
#version 300 es
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uniform highp vec4 _ProjectionParams;
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uniform highp mat4 glstate_matrix_modelview0;
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uniform highp mat4 glstate_matrix_mvp;
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in highp vec4 _vertex;
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in highp vec3 _normal;
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out highp vec4 xlv_TEXCOORD0;
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out highp vec3 xlv_TEXCOORD1;
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void main ()
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{
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highp vec4 tmpvar_1;
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highp vec3 tmpvar_2;
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tmpvar_1 = (glstate_matrix_mvp * _vertex);
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highp vec4 o_3;
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o_3 = (tmpvar_1 * 0.5);
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highp vec2 tmpvar_4;
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tmpvar_4.x = o_3.x;
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tmpvar_4.y = (o_3.y * _ProjectionParams.x);
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o_3.xy = (tmpvar_4 + o_3.w);
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o_3.zw = tmpvar_1.zw;
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tmpvar_2 = ((glstate_matrix_modelview0 * _vertex).xyz * vec3(-1.0, -1.0, 1.0));
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highp vec3 tmpvar_5;
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tmpvar_5 = mix (tmpvar_2, _normal, vec3(float((_normal.z != 0.0))));
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tmpvar_2 = tmpvar_5;
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gl_Position = tmpvar_1;
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xlv_TEXCOORD0 = o_3;
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xlv_TEXCOORD1 = tmpvar_5;
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}
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// stats: 9 alu 0 tex 0 flow
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// inputs: 2
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// #0: _vertex (high float) 4x1 [-1]
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// #1: _normal (high float) 3x1 [-1]
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// uniforms: 3 (total size: 0)
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// #0: _ProjectionParams (high float) 4x1 [-1]
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// #1: glstate_matrix_modelview0 (high float) 4x4 [-1]
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// #2: glstate_matrix_mvp (high float) 4x4 [-1]
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