#version 120 //xtension GL_EXT_bindable_uniform : require #extension GL_ARB_shader_texture_lod : require /*ndabl*/uniform vec4 VConstFloat[256]; /*ndabl*/uniform vec4 VConstGlobal[6]; uniform ivec4 VConstInt[32]; /*ndabl*/uniform bool VConstBool[32]; vec4 OUT[12]; vec4 Temporary0; vec4 Temporary1; vec4 Temporary2; vec4 Temporary3; vec4 Temporary4; attribute vec4 _Un_AttrPosition0; vec4 Un_AttrPosition0 = _Un_AttrPosition0; attribute vec4 _Un_AttrTangent0; vec4 Un_AttrTangent0 = _Un_AttrTangent0; attribute vec4 _Un_AttrNormal0; vec4 Un_AttrNormal0 = _Un_AttrNormal0; attribute vec4 _Un_AttrColor1; vec4 Un_AttrColor1 = _Un_AttrColor1; attribute vec4 _Un_AttrTexCoord0; vec4 Un_AttrTexCoord0 = _Un_AttrTexCoord0; attribute vec4 _Un_AttrColor0; vec4 Un_AttrColor0 = _Un_AttrColor0; vec4 InstrHelpTemp; const vec4 LocalConst10 = vec4(0.007843, -1.000000, 1.000000, 0.000000); void main() { Temporary0.xyz = ((Un_AttrTangent0.yzx * LocalConst10.xxx) + LocalConst10.yyy); Temporary1 = ((Un_AttrNormal0.xyzw * LocalConst10.xxxx) + LocalConst10.yyyy); Temporary2.xyz = (Temporary0.xyz * Temporary1.zxy); Temporary0.xyz = ((Temporary1.yzx * Temporary0.yzx) + -Temporary2.xyz); Temporary0.xyz = (Temporary1.www * Temporary0.xyz); Temporary2.xyz = (Temporary1.yzx * Temporary0.zxy); Temporary2.xyz = ((Temporary0.yzx * Temporary1.zxy) + -Temporary2.xyz); Temporary2.xyz = (Temporary1.www * Temporary2.xyz); Temporary3.xyz = (VConstFloat[9].xyz); Temporary4.xyz = (Temporary3.yyy * VConstFloat[5].xyz); Temporary3.xyw = ((VConstFloat[4].xyz * Temporary3.xxx) + Temporary4.xyz); Temporary3.xyz = ((VConstFloat[6].xyz * Temporary3.zzz) + Temporary3.xyw); OUT[3].x = ((dot(Temporary2.xyz,Temporary3.xyz))); OUT[3].y = ((dot(Temporary0.xyz,Temporary3.xyz))); OUT[3].z = ((dot(Temporary1.xyz,Temporary3.xyz))); Temporary3 = (VConstFloat[1].xyzw * Un_AttrPosition0.yyyy); Temporary3 = ((VConstFloat[0].xyzw * Un_AttrPosition0.xxxx) + Temporary3.xyzw); Temporary3 = ((VConstFloat[2].xyzw * Un_AttrPosition0.zzzz) + Temporary3.xyzw); Temporary3 = ((VConstFloat[3].xyzw * Un_AttrPosition0.wwww) + Temporary3.xyzw); Temporary4 = (Temporary3.yyyy * VConstGlobal[1].xyzw); Temporary4 = ((VConstGlobal[0].xyzw * Temporary3.xxxx) + Temporary4.xyzw); Temporary4 = ((VConstGlobal[2].xyzw * Temporary3.zzzz) + Temporary4.xyzw); Temporary4 = ((VConstGlobal[3].xyzw * Temporary3.wwww) + Temporary4.xyzw); Temporary0.w = (Temporary4.w * VConstFloat[7].z); OUT[7].xy = ((Temporary0.ww * VConstFloat[7].xy) + Temporary4.xy); OUT[7].zw = (Temporary4.zw); OUT[1].xy = ((Un_AttrColor0.xy * VConstFloat[8].xy) + VConstFloat[8].wz); Temporary4.xyz = ((Temporary3.xyz * -VConstGlobal[4].www) + VConstGlobal[4].xyz); OUT[6] = (Temporary3.xyzw); Temporary3.xyz = (Temporary4.yyy * VConstFloat[5].xyz); Temporary3.xyz = ((VConstFloat[4].xyz * Temporary4.xxx) + Temporary3.xyz); Temporary3.xyz = ((VConstFloat[6].xyz * Temporary4.zzz) + Temporary3.xyz); OUT[5].x = ((dot(Temporary2.xyz,Temporary3.xyz))); OUT[5].y = ((dot(Temporary0.xyz,Temporary3.xyz))); OUT[5].z = ((dot(Temporary1.xyz,Temporary3.xyz))); OUT[0] = (Un_AttrColor1.xyzw); OUT[2] = (LocalConst10.zzww * Un_AttrTexCoord0.xyxx); OUT[4] = (LocalConst10.wwww); OUT[5].w = (LocalConst10.z); gl_FrontColor = OUT[0]; gl_BackColor = OUT[0]; gl_TexCoord[0].xy = OUT[1].xy; gl_TexCoord[1] = OUT[2]; gl_TexCoord[4].xyz = OUT[3].xyz; gl_TexCoord[5] = OUT[4]; gl_TexCoord[6] = OUT[5]; gl_TexCoord[7] = OUT[6]; gl_Position = OUT[7]; }