void main () { vec2 tmpvar_1; tmpvar_1 = gl_MultiTexCoord0.xy; vec4 tmpvar_2; vec4 tmpvar_3; tmpvar_3 = (gl_ModelViewProjectionMatrix * gl_Vertex); tmpvar_2.xy = ((tmpvar_3.xy + tmpvar_3.w) * 0.5); tmpvar_2.zw = tmpvar_3.zw; vec4 tmpvar_4; tmpvar_4.zw = vec2(0.0, 0.0); tmpvar_4.x = tmpvar_1.x; tmpvar_4.y = tmpvar_1.y; vec4 tmpvar_5; tmpvar_5.zw = vec2(0.0, 0.0); tmpvar_5.x = tmpvar_1.x; tmpvar_5.y = tmpvar_1.y; gl_Position = tmpvar_3; gl_TexCoord[0] = tmpvar_2; vec4 tmpvar_6; tmpvar_6.zw = vec2(0.0, 0.0); tmpvar_6.xy = (gl_TextureMatrix[1] * tmpvar_4).xy; gl_TexCoord[1] = tmpvar_6; vec4 tmpvar_7; tmpvar_7.zw = vec2(0.0, 0.0); tmpvar_7.xy = (gl_TextureMatrix[2] * tmpvar_5).xy; gl_TexCoord[2] = tmpvar_7; }