struct v2f_vertex_lit {
    vec2 uv;
    vec4 diff;
    vec4 spec;
};
struct v2f_img {
    vec4 pos;
    vec2 uv;
};
struct appdata_img {
    vec4 vertex;
    vec2 texcoord;
};
struct v2f {
    vec4 pos;
    vec4 uv;
    vec3 ray;
};
struct appdata {
    vec4 vertex;
    vec3 texcoord;
};
uniform vec4 _ProjectionParams;


vec4 ComputeScreenPos( in vec4 pos );
v2f vert( in appdata v );
vec4 ComputeScreenPos( in vec4 pos ) {
    vec4 o;
    o = (pos * 0.500000);
    o.xy  = (vec2( o.x , (o.y  * _ProjectionParams.x )) + o.w );
    o.zw  = pos.zw ;
    return o;
}
v2f vert( in appdata v ) {
    v2f o;
    o.pos = ( gl_ModelViewProjectionMatrix * v.vertex );
    o.uv = ComputeScreenPos( o.pos);
    o.ray = (( gl_ModelViewMatrix * v.vertex ).xyz  * vec3( -1.00000, -1.00000, 1.00000));
    o.ray = mix( o.ray, v.texcoord, vec3( float( (v.texcoord.z  != 0.000000) )));
    return o;
}
void main() {
    v2f xl_retval;
    appdata xlt_v;
    xlt_v.vertex = vec4( gl_Vertex);
    xlt_v.texcoord = vec3( gl_MultiTexCoord0);
    xl_retval = vert( xlt_v);
    gl_Position = vec4( xl_retval.pos);
    gl_TexCoord[0] = vec4( xl_retval.uv);
    gl_TexCoord[1] = vec4( xl_retval.ray, 0.0);
}