void main () { mat3 tmpvar_1; tmpvar_1[0] = gl_ModelViewMatrixInverseTranspose[0].xyz; tmpvar_1[1] = gl_ModelViewMatrixInverseTranspose[1].xyz; tmpvar_1[2] = gl_ModelViewMatrixInverseTranspose[2].xyz; gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex); vec4 tmpvar_2; tmpvar_2.w = 0.0; tmpvar_2.xyz = (tmpvar_1 * gl_Normal); gl_TexCoord[0] = tmpvar_2; }