varying float xlv_TEXCOORD1;
varying vec4 xlv_COLOR0;
varying vec2 xlv_TEXCOORD0;
attribute vec2 uv0;
attribute vec4 vertex;
uniform vec4 Color;
uniform vec4 FogParams;
uniform mat4 WorldViewProjection;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = (WorldViewProjection * vertex);
  vec4 tmpvar_2;
  tmpvar_2.xyz = Color.xyz;
  tmpvar_2.w = Color.w;
  gl_Position = tmpvar_1;
  xlv_TEXCOORD0 = uv0;
  xlv_COLOR0 = tmpvar_2;
  xlv_TEXCOORD1 = ((FogParams.z - tmpvar_1.w) * FogParams.w);
}

