#version 120 uniform vec4 VC[256]; uniform vec4 posFixup; void order_ps_input(in vec4[12]); ivec4 A0; vec4 OUT[12]; vec4 R0; vec4 R1; vec4 R2; attribute vec4 attrib0; attribute vec4 attrib1; attribute vec4 attrib2; attribute vec4 attrib3; attribute vec4 attrib4; attribute vec4 attrib5; attribute vec4 attrib6; attribute vec4 attrib7; attribute vec4 attrib8; vec4 tmp0; vec4 tmp1; void main() { R0.xyzw = (attrib4.xyzw); OUT[2].xy = ((attrib2.xy * R0.zw) + R0.xy); R0.xyzw = (attrib5.xyzw); OUT[3].xy = ((attrib3.xy * R0.zw) + R0.xy); R0.x = (VC[129].x * attrib7.x); A0.x = (int(floor(abs(R0.x) + 0.5) * sign(R0.x))); R0.xyzw = ((attrib0.xyzx * VC[129].yyyz) + VC[129].zzzy); R1.x = (dot(R0.xyzw, VC[A0.x].xyzw)); R0.x = (dot(R0.xyzw, VC[A0.x + 1].xyzw)); R0.x = (R0.x + VC[129].w); R0.y = (R1.x + VC[129].w); R1.xz = (vec2(1.0 / VC[128].x)); R0.y = (R0.y * R1.z); R2.x = ((R0.y * VC[130].x) + VC[130].y); R1.yw = (vec2(1.0 / VC[128].y)); R0.x = (R0.x * R1.w); R2.y = ((R0.x * VC[130].z) + VC[130].w); R0.xyzw = (VC[129].wwww + attrib8.xyzw); R0.xyzw = (R1.xyzw * R0.xyzw); R0.xyzw = ((R0.xyzw * VC[130].xzxz) + VC[130].ywyw); OUT[5].xy = (-R0.xw + R2.xy); OUT[5].zw = (-R2.xy + R0.zy); OUT[0].xy = (R2.xy); OUT[0].zw = (VC[129].zy); OUT[1].xyzw = (attrib1.xyzw); OUT[4].xyzw = (attrib6.xyzw); OUT[6].xy = (attrib7.yz); order_ps_input(OUT); gl_FogFragCoord = 0.0; gl_Position.y = gl_Position.y * posFixup.y; gl_Position.xy += posFixup.zw * gl_Position.ww; gl_Position.z = gl_Position.z * 2.0 - gl_Position.w; }