attribute vec4 TANGENT; uniform vec4 _MainTex_ST; uniform vec4 _BumpMap_ST; void main () { vec4 tmpvar_1; tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); tmpvar_1.zw = ((gl_MultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw); vec3 tmpvar_2; tmpvar_2 = (((gl_Normal.yzx * TANGENT.zxy) - (gl_Normal.zxy * TANGENT.yzx)) * TANGENT.w); mat3 tmpvar_3; tmpvar_3[0].x = TANGENT.x; tmpvar_3[0].y = tmpvar_2.x; tmpvar_3[0].z = gl_Normal.x; tmpvar_3[1].x = TANGENT.y; tmpvar_3[1].y = tmpvar_2.y; tmpvar_3[1].z = gl_Normal.y; tmpvar_3[2].x = TANGENT.z; tmpvar_3[2].y = tmpvar_2.z; tmpvar_3[2].z = gl_Normal.z; gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex); gl_TexCoord[0] = tmpvar_1; vec4 tmpvar_4; tmpvar_4.w = 0.0; tmpvar_4.xyz = (tmpvar_3 * gl_ModelViewMatrixInverseTranspose[0].xyz); gl_TexCoord[1] = tmpvar_4; vec4 tmpvar_5; tmpvar_5.w = 0.0; tmpvar_5.xyz = (tmpvar_3 * gl_ModelViewMatrixInverseTranspose[1].xyz); gl_TexCoord[2] = tmpvar_5; vec4 tmpvar_6; tmpvar_6.w = 0.0; tmpvar_6.xyz = (tmpvar_3 * gl_ModelViewMatrixInverseTranspose[2].xyz); gl_TexCoord[3] = tmpvar_6; }