uniform vec4 _CenterRadius; void main () { vec2 tmpvar_1; tmpvar_1 = (gl_MultiTexCoord0.xy - _CenterRadius.xy); vec4 tmpvar_2; tmpvar_2.zw = vec2(0.0, 0.0); tmpvar_2.x = tmpvar_1.x; tmpvar_2.y = tmpvar_1.y; gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex); vec4 tmpvar_3; tmpvar_3.zw = vec2(0.0, 0.0); tmpvar_3.xy = (gl_TextureMatrix[0] * tmpvar_2).xy; gl_TexCoord[0] = tmpvar_3; vec4 tmpvar_4; tmpvar_4.zw = vec2(0.0, 0.0); tmpvar_4.xy = tmpvar_1; gl_TexCoord[1] = tmpvar_4; }