uniform vec4 _MainTex_ST; uniform mat4 _GUIClipTextureMatrix; void main () { gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex); gl_FrontColor = gl_Color; vec4 tmpvar_1; tmpvar_1.zw = vec2(0.0, 0.0); tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); gl_TexCoord[0] = tmpvar_1; vec4 tmpvar_2; tmpvar_2.zw = vec2(0.0, 0.0); tmpvar_2.xy = (_GUIClipTextureMatrix * (gl_ModelViewMatrix * gl_Vertex)).xy; gl_TexCoord[1] = tmpvar_2; }