attribute vec4 position; uniform mat4 modelViewProjectionMatrix; varying vec4 xlv_TEXCOORD0; varying vec4 xlv_TEXCOORD1; void main () { vec4 tmpvar_1; tmpvar_1 = (modelViewProjectionMatrix * position); gl_Position = tmpvar_1; vec4 tmpvar_2; tmpvar_2.zw = vec2(0.0, 0.0); tmpvar_2.xy = (position.xy * vec2(4.0, 4.0)).xy; vec4 tmpvar_3; tmpvar_3 = tmpvar_2; xlv_TEXCOORD0 = tmpvar_3; vec4 tmpvar_4; tmpvar_4.zw = vec2(0.0, 0.0); tmpvar_4.xy = position.xy.xy; vec4 tmpvar_5; tmpvar_5 = tmpvar_4; xlv_TEXCOORD1 = tmpvar_5; }