void main () { vec4 tmpvar_1; vec4 tmpvar_2; tmpvar_1 = (gl_ModelViewProjectionMatrix * gl_Vertex); tmpvar_2.xy = ((tmpvar_1.xy + tmpvar_1.w) * 0.5); tmpvar_2.zw = tmpvar_1.zw; gl_Position = tmpvar_1; gl_TexCoord[0] = tmpvar_2; } // stats: 3 alu 0 tex 0 flow // inputs: 1 // #0: gl_Vertex (high float) 4x1 [-1] loc 0 // uniforms: 1 (total size: 0) // #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]