attribute vec4 position; uniform mat4 modelViewProjectionMatrix; varying vec4 xlv_TEXCOORD0; varying vec4 xlv_TEXCOORD1; void main () { gl_Position = (modelViewProjectionMatrix * position); vec4 tmpvar_1; tmpvar_1.zw = vec2(0.0, 0.0); tmpvar_1.xy = (position.xy * vec2(4.0, 4.0)); xlv_TEXCOORD0 = tmpvar_1; vec4 tmpvar_2; tmpvar_2.zw = vec2(0.0, 0.0); tmpvar_2.xy = position.xy; xlv_TEXCOORD1 = tmpvar_2; } // stats: 4 alu 0 tex 0 flow // inputs: 1 // #0: position (high float) 4x1 [-1] // uniforms: 1 (total size: 0) // #0: modelViewProjectionMatrix (high float) 4x4 [-1]