uniform vec4 _MainTex_TexelSize; void main () { vec4 uv_1; vec4 tmpvar_2; tmpvar_2.zw = vec2(0.0, 0.0); tmpvar_2.xy = gl_MultiTexCoord0.xy; uv_1.xy = (gl_TextureMatrix[0] * tmpvar_2).xy; uv_1.zw = vec2(0.0, 0.0); float tmpvar_3; tmpvar_3 = _MainTex_TexelSize.x; float tmpvar_4; tmpvar_4 = _MainTex_TexelSize.y; vec4 tmpvar_5; tmpvar_5.zw = vec2(0.0, 1.0); float cse_6; cse_6 = -(_MainTex_TexelSize.x); tmpvar_5.x = cse_6; float cse_7; cse_7 = -(_MainTex_TexelSize.y); tmpvar_5.y = cse_7; vec4 tmpvar_8; tmpvar_8.zw = vec2(0.0, 1.0); tmpvar_8.x = tmpvar_3; tmpvar_8.y = cse_7; vec4 tmpvar_9; tmpvar_9.zw = vec2(0.0, 1.0); tmpvar_9.x = tmpvar_3; tmpvar_9.y = tmpvar_4; vec4 tmpvar_10; tmpvar_10.zw = vec2(0.0, 1.0); tmpvar_10.x = cse_6; tmpvar_10.y = tmpvar_4; gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex); gl_TexCoord[0] = (uv_1 + tmpvar_5); gl_TexCoord[1] = (uv_1 + tmpvar_8); gl_TexCoord[2] = (uv_1 + tmpvar_9); gl_TexCoord[3] = (uv_1 + tmpvar_10); } // inputs: 2, stats: 14 alu 0 tex 0 flow