attribute vec4 TANGENT; uniform vec4 _BumpMap_ST; void main () { vec3 tmpvar_1; tmpvar_1 = (cross (gl_Normal, TANGENT.xyz) * 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; mat3 tmpvar_3; tmpvar_3[0] = gl_ModelViewMatrixInverseTranspose[0].xyz; tmpvar_3[1] = gl_ModelViewMatrixInverseTranspose[1].xyz; tmpvar_3[2] = gl_ModelViewMatrixInverseTranspose[2].xyz; mat3 tmpvar_4; tmpvar_4[0] = gl_ModelViewMatrixInverseTranspose[0].xyz; tmpvar_4[1] = gl_ModelViewMatrixInverseTranspose[1].xyz; tmpvar_4[2] = gl_ModelViewMatrixInverseTranspose[2].xyz; mat3 tmpvar_5; tmpvar_5[0] = gl_ModelViewMatrixInverseTranspose[0].xyz; tmpvar_5[1] = gl_ModelViewMatrixInverseTranspose[1].xyz; tmpvar_5[2] = gl_ModelViewMatrixInverseTranspose[2].xyz; gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex); vec4 tmpvar_6; tmpvar_6.zw = vec2(0.0, 0.0); tmpvar_6.xy = ((gl_MultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); gl_TexCoord[0] = tmpvar_6; vec4 tmpvar_7; tmpvar_7.w = 0.0; tmpvar_7.xyz = (tmpvar_2 * tmpvar_3[0]); gl_TexCoord[1] = tmpvar_7; vec4 tmpvar_8; tmpvar_8.w = 0.0; tmpvar_8.xyz = (tmpvar_2 * tmpvar_4[1]); gl_TexCoord[2] = tmpvar_8; vec4 tmpvar_9; tmpvar_9.w = 0.0; tmpvar_9.xyz = (tmpvar_2 * tmpvar_5[2]); gl_TexCoord[3] = tmpvar_9; }