uniform vec4 _MainTex_ST; void main () { gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex); gl_FrontColor = gl_Color; vec4 tmpvar_1; tmpvar_1.zw = vec2(0.0, 0.0); tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); gl_TexCoord[0] = tmpvar_1; } // stats: 4 alu 0 tex 0 flow // inputs: 3 // #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8 // #1: gl_Color (high float) 4x1 [-1] loc 3 // #2: gl_Vertex (high float) 4x1 [-1] loc 0 // uniforms: 2 (total size: 0) // #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1] // #1: _MainTex_ST (high float) 4x1 [-1]