uniform vec4 _MainTex_ST; void main () { vec4 tmpvar_1; tmpvar_1.w = 0.0; tmpvar_1.xyz = gl_Normal; gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex); vec4 tmpvar_2; tmpvar_2.zw = vec2(0.0, 0.0); tmpvar_2.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); gl_TexCoord[0] = tmpvar_2; vec4 tmpvar_3; tmpvar_3.w = 0.0; tmpvar_3.xyz = (gl_ModelViewMatrix * tmpvar_1).xyz; gl_TexCoord[1] = tmpvar_3; } // stats: 7 alu 0 tex 0 flow // inputs: 3 // #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8 // #1: gl_Normal (high float) 3x1 [-1] loc 2 // #2: gl_Vertex (high float) 4x1 [-1] loc 0 // uniforms: 3 (total size: 0) // #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1] // #1: gl_ModelViewMatrix (high float) 4x4 [-1] // #2: _MainTex_ST (high float) 4x1 [-1]