uniform vec4 _MainTex_TexelSize; void main () { float offY_1; float offX_2; vec4 uv_3; vec4 tmpvar_4; tmpvar_4.zw = vec2(0.0, 0.0); tmpvar_4.xy = gl_MultiTexCoord0.xy; uv_3.xy = (gl_TextureMatrix[0] * tmpvar_4).xy; uv_3.zw = vec2(0.0, 0.0); offX_2 = _MainTex_TexelSize.x; offY_1 = _MainTex_TexelSize.y; vec4 tmpvar_5; tmpvar_5.zw = vec2(0.0, 1.0); float tmpvar_6; tmpvar_6 = -(_MainTex_TexelSize.x); tmpvar_5.x = tmpvar_6; float tmpvar_7; tmpvar_7 = -(_MainTex_TexelSize.y); tmpvar_5.y = tmpvar_7; vec4 tmpvar_8; tmpvar_8.zw = vec2(0.0, 1.0); tmpvar_8.x = offX_2; tmpvar_8.y = tmpvar_7; vec4 tmpvar_9; tmpvar_9.zw = vec2(0.0, 1.0); tmpvar_9.x = offX_2; tmpvar_9.y = offY_1; vec4 tmpvar_10; tmpvar_10.zw = vec2(0.0, 1.0); tmpvar_10.x = tmpvar_6; tmpvar_10.y = offY_1; gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex); gl_TexCoord[0] = (uv_3 + tmpvar_5); gl_TexCoord[1] = (uv_3 + tmpvar_8); gl_TexCoord[2] = (uv_3 + tmpvar_9); gl_TexCoord[3] = (uv_3 + tmpvar_10); } // stats: 14 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: 3 (total size: 0) // #0: gl_TextureMatrix (high float) 4x4 [16] // #1: gl_ModelViewProjectionMatrix (high float) 4x4 [-1] // #2: _MainTex_TexelSize (high float) 4x1 [-1]