void main () { gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex); vec4 tmpvar_1; tmpvar_1.w = 0.0; tmpvar_1.xyz = gl_MultiTexCoord0.xyz; gl_TexCoord[0] = tmpvar_1; } // stats: 2 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: 1 (total size: 0) // #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]