varying vec3 xlv_TEXCOORD6;
varying vec4 xlv_TEXCOORD5;
varying vec4 xlv_TEXCOORD4;
varying vec4 xlv_TEXCOORD3;
varying vec4 xlv_TEXCOORD2;
varying vec4 xlv_COLOR0;
varying vec4 xlv_TEXCOORD1;
varying vec4 xlv_TEXCOORD0;
attribute vec4 uv4;
attribute vec3 uv3;
attribute vec4 uv2;
attribute vec4 secondary_colour;
attribute vec4 colour;
attribute vec2 uv1;
attribute vec2 uv0;
attribute vec3 normal;
attribute vec4 vertex;
uniform vec3 FadeDistance;
uniform vec4 LightConfig1;
uniform vec4 LightConfig0;
uniform vec4 FogParams;
uniform mat4 ViewProjection;
uniform vec3 CameraPosition;
void main ()
{
  vec4 tmpvar_1;
  vec4 tmpvar_2;
  vec4 tmpvar_3;
  tmpvar_3.w = 1.0;
  tmpvar_3.xyz = vertex.xyz;
  vec4 tmpvar_4;
  tmpvar_4 = (ViewProjection * tmpvar_3);
  tmpvar_1.xy = uv0;
  tmpvar_2.xy = uv1;
  vec4 tmpvar_5;
  tmpvar_5.xyz = (((vertex.xyz + (normal * 6.0)).yxz * LightConfig0.xyz) + LightConfig1.xyz);
  tmpvar_5.w = ((FogParams.z - tmpvar_4.w) * FogParams.w);
  vec4 tmpvar_6;
  tmpvar_6.xyz = (CameraPosition - vertex.xyz);
  tmpvar_6.w = (tmpvar_4.w * FadeDistance.y);
  vec4 tmpvar_7;
  tmpvar_7 = ((uv4 * FadeDistance.z) + (0.5 * tmpvar_6.w));
  tmpvar_1.zw = tmpvar_7.xy;
  tmpvar_2.zw = tmpvar_7.zw;
  vec4 tmpvar_8;
  tmpvar_8.xyz = normal;
  tmpvar_8.w = secondary_colour.z;
  gl_Position = tmpvar_4;
  xlv_TEXCOORD0 = tmpvar_1;
  xlv_TEXCOORD1 = tmpvar_2;
  xlv_COLOR0 = colour;
  xlv_TEXCOORD2 = tmpvar_5;
  xlv_TEXCOORD3 = tmpvar_6;
  xlv_TEXCOORD4 = tmpvar_8;
  xlv_TEXCOORD5 = uv2;
  xlv_TEXCOORD6 = uv3;
}

