void main () { vec2 tmpvar_1; tmpvar_1 = gl_MultiTexCoord0.xy; vec4 tmpvar_2; vec4 tmpvar_3; tmpvar_2 = (gl_ModelViewProjectionMatrix * gl_Vertex); tmpvar_3.xy = ((tmpvar_2.xy + tmpvar_2.w) * 0.5); tmpvar_3.zw = tmpvar_2.zw; vec4 tmpvar_4; tmpvar_4.zw = vec2(0.0, 0.0); tmpvar_4.xy = tmpvar_1; vec4 tmpvar_5; tmpvar_5.zw = vec2(0.0, 0.0); tmpvar_5.xy = tmpvar_1; gl_Position = tmpvar_2; gl_TexCoord[0] = tmpvar_3; vec4 tmpvar_6; tmpvar_6.zw = vec2(0.0, 0.0); tmpvar_6.xy = (gl_TextureMatrix[1] * tmpvar_4).xy; gl_TexCoord[1] = tmpvar_6; vec4 tmpvar_7; tmpvar_7.zw = vec2(0.0, 0.0); tmpvar_7.xy = (gl_TextureMatrix[2] * tmpvar_5).xy; gl_TexCoord[2] = tmpvar_7; } // stats: 9 alu 0 tex 0 flow // inputs: 2 // #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8 // #1: gl_Vertex (high float) 4x1 [-1] loc 0 // uniforms: 2 (total size: 0) // #0: gl_TextureMatrix (high float) 4x4 [16] // #1: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]