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 = (cross (gl_Normal, TANGENT.xyz) * 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; mat3 tmpvar_4; tmpvar_4[0] = gl_ModelViewMatrixInverseTranspose[0].xyz; tmpvar_4[1] = gl_ModelViewMatrixInverseTranspose[1].xyz; tmpvar_4[2] = gl_ModelViewMatrixInverseTranspose[2].xyz; mat3 tmpvar_5; tmpvar_5[0] = gl_ModelViewMatrixInverseTranspose[0].xyz; tmpvar_5[1] = gl_ModelViewMatrixInverseTranspose[1].xyz; tmpvar_5[2] = gl_ModelViewMatrixInverseTranspose[2].xyz; mat3 tmpvar_6; tmpvar_6[0] = gl_ModelViewMatrixInverseTranspose[0].xyz; tmpvar_6[1] = gl_ModelViewMatrixInverseTranspose[1].xyz; tmpvar_6[2] = gl_ModelViewMatrixInverseTranspose[2].xyz; gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex); gl_TexCoord[0] = tmpvar_1; vec4 tmpvar_7; tmpvar_7.w = 0.0; tmpvar_7.xyz = (tmpvar_3 * tmpvar_4[0]); gl_TexCoord[1] = tmpvar_7; vec4 tmpvar_8; tmpvar_8.w = 0.0; tmpvar_8.xyz = (tmpvar_3 * tmpvar_5[1]); gl_TexCoord[2] = tmpvar_8; vec4 tmpvar_9; tmpvar_9.w = 0.0; tmpvar_9.xyz = (tmpvar_3 * tmpvar_6[2]); gl_TexCoord[3] = tmpvar_9; }