struct v2f {
    highp vec4 pos;
    highp vec4 uv;
    highp vec3 ray;
};
struct appdata {
    highp vec4 vertex;
    highp vec3 normal;
};
uniform highp vec4 _ProjectionParams;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_mvp;
highp vec4 ComputeScreenPos( in highp vec4 pos );
v2f xlat_main( in appdata v );
highp vec4 ComputeScreenPos( in highp vec4 pos ) {
    highp vec4 o;
    o = (pos * 0.500000);
    o.xy  = (vec2( o.x , (o.y  * _ProjectionParams.x )) + o.w );
    o.zw  = pos.zw ;
    return o;
}
v2f xlat_main( in appdata v ) {
    v2f o;
    o.pos = ( glstate_matrix_mvp * v.vertex );
    o.uv = ComputeScreenPos( o.pos);
    o.ray = (( glstate_matrix_modelview0 * v.vertex ).xyz  * vec3( -1.00000, -1.00000, 1.00000));
    o.ray = mix( o.ray, v.normal, vec3( float( (v.normal.z  != 0.000000) )));
    return o;
}
varying highp vec4 xlv_TEXCOORD0;
varying highp vec3 xlv_TEXCOORD1;
void main() {
    v2f xl_retval;
    appdata xlt_v;
    xlt_v.vertex = vec4( gl_Vertex);
    xlt_v.normal = vec3( gl_Normal);
    xl_retval = xlat_main( xlt_v);
    gl_Position = vec4( xl_retval.pos);
    xlv_TEXCOORD0 = vec4( xl_retval.uv);
    xlv_TEXCOORD1 = vec3( xl_retval.ray);
}
