uniform vec4 _MainTex_TexelSize; void main () { vec4 uv; vec4 tmpvar_1[4]; vec4 tmpvar_2; tmpvar_2.zw = vec2(0.0, 0.0); tmpvar_2.x = gl_MultiTexCoord0.x; tmpvar_2.y = gl_MultiTexCoord0.y; uv.xy = (gl_TextureMatrix[0] * tmpvar_2).xy; uv.zw = vec2(0.0, 0.0); vec4 tmpvar_3; tmpvar_3.zw = vec2(0.0, 1.0); tmpvar_3.x = -(_MainTex_TexelSize.x); tmpvar_3.y = -(_MainTex_TexelSize.y); tmpvar_1[0] = (uv + tmpvar_3); vec4 tmpvar_4; tmpvar_4.zw = vec2(0.0, 1.0); tmpvar_4.x = _MainTex_TexelSize.x; tmpvar_4.y = -(_MainTex_TexelSize.y); tmpvar_1[1] = (uv + tmpvar_4); vec4 tmpvar_5; tmpvar_5.zw = vec2(0.0, 1.0); tmpvar_5.x = _MainTex_TexelSize.x; tmpvar_5.y = _MainTex_TexelSize.y; tmpvar_1[2] = (uv + tmpvar_5); vec4 tmpvar_6; tmpvar_6.zw = vec2(0.0, 1.0); tmpvar_6.x = -(_MainTex_TexelSize.x); tmpvar_6.y = _MainTex_TexelSize.y; tmpvar_1[3] = (uv + tmpvar_6); gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex); gl_TexCoord[0] = tmpvar_1[0]; gl_TexCoord[1] = tmpvar_1[1]; gl_TexCoord[2] = tmpvar_1[2]; gl_TexCoord[3] = tmpvar_1[3]; }