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