uniform vec4 _MainTex_TexelSize; void main () { vec2 tmpvar_1; tmpvar_1 = gl_MultiTexCoord0.xy; vec4 uv_2; vec4 tmpvar_3; tmpvar_3.zw = vec2(0.0, 0.0); tmpvar_3.x = tmpvar_1.x; tmpvar_3.y = tmpvar_1.y; uv_2.xy = (gl_TextureMatrix[0] * tmpvar_3).xy; uv_2.zw = vec2(0.0, 0.0); float tmpvar_4; tmpvar_4 = _MainTex_TexelSize.x; float tmpvar_5; tmpvar_5 = _MainTex_TexelSize.y; vec4 tmpvar_6; tmpvar_6.zw = vec2(0.0, 1.0); tmpvar_6.x = -(_MainTex_TexelSize.x); tmpvar_6.y = -(_MainTex_TexelSize.y); vec4 tmpvar_7; tmpvar_7.zw = vec2(0.0, 1.0); tmpvar_7.x = tmpvar_4; tmpvar_7.y = -(_MainTex_TexelSize.y); vec4 tmpvar_8; tmpvar_8.zw = vec2(0.0, 1.0); tmpvar_8.x = tmpvar_4; tmpvar_8.y = tmpvar_5; vec4 tmpvar_9; tmpvar_9.zw = vec2(0.0, 1.0); tmpvar_9.x = -(_MainTex_TexelSize.x); tmpvar_9.y = tmpvar_5; gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex); gl_TexCoord[0] = (uv_2 + tmpvar_6); gl_TexCoord[1] = (uv_2 + tmpvar_7); gl_TexCoord[2] = (uv_2 + tmpvar_8); gl_TexCoord[3] = (uv_2 + tmpvar_9); }