attribute vec4 TANGENT; uniform vec4 _BumpMap_ST; void main () { vec3 tmpvar_1; tmpvar_1 = (((gl_Normal.yzx * TANGENT.zxy) - (gl_Normal.zxy * TANGENT.yzx)) * TANGENT.w); mat3 tmpvar_2; tmpvar_2[0].x = TANGENT.x; tmpvar_2[0].y = tmpvar_1.x; tmpvar_2[0].z = gl_Normal.x; tmpvar_2[1].x = TANGENT.y; tmpvar_2[1].y = tmpvar_1.y; tmpvar_2[1].z = gl_Normal.y; tmpvar_2[2].x = TANGENT.z; tmpvar_2[2].y = tmpvar_1.z; tmpvar_2[2].z = gl_Normal.z; gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex); vec4 tmpvar_3; tmpvar_3.zw = vec2(0.0, 0.0); tmpvar_3.xy = ((gl_MultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); gl_TexCoord[0] = tmpvar_3; vec4 tmpvar_4; tmpvar_4.w = 0.0; tmpvar_4.xyz = (tmpvar_2 * gl_ModelViewMatrixInverseTranspose[0].xyz); gl_TexCoord[1] = tmpvar_4; vec4 tmpvar_5; tmpvar_5.w = 0.0; tmpvar_5.xyz = (tmpvar_2 * gl_ModelViewMatrixInverseTranspose[1].xyz); gl_TexCoord[2] = tmpvar_5; vec4 tmpvar_6; tmpvar_6.w = 0.0; tmpvar_6.xyz = (tmpvar_2 * gl_ModelViewMatrixInverseTranspose[2].xyz); gl_TexCoord[3] = tmpvar_6; }