uniform mat4 mvp;
uniform mat3 m3a;
uniform mat3 m3b;
uniform mat3 m3c;
uniform vec4 v3a;
uniform vec4 v3b;
uniform vec4 v3c;
void main ()
{
  gl_Position = (mvp * gl_Vertex);
  vec4 tmpvar_1;
  tmpvar_1.w = 1.0;
  tmpvar_1.xyz = (((m3a * 
    (gl_Vertex.xyz - v3a.xyz)
  ) + (m3b * 
    (gl_Vertex.xyz - (mvp * v3b).xyz)
  )) + (m3c * (gl_Vertex.xyz - v3c.xyz)));
  gl_FrontColor = tmpvar_1;
}


// stats: 11 alu 0 tex 0 flow
// inputs: 1
//  #0: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 7 (total size: 0)
//  #0: mvp (high float) 4x4 [-1]
//  #1: m3a (high float) 3x3 [-1]
//  #2: m3b (high float) 3x3 [-1]
//  #3: m3c (high float) 3x3 [-1]
//  #4: v3a (high float) 4x1 [-1]
//  #5: v3b (high float) 4x1 [-1]
//  #6: v3c (high float) 4x1 [-1]