uniform vec4 _MainTex_ST; 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; } // inputs: 3, stats: 4 alu 0 tex 0 flow