uniform vec4 _MainTex_ST;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.w = 0.0;
  tmpvar_1.xyz = gl_Normal;
  gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
  vec4 tmpvar_2;
  tmpvar_2.zw = vec2(0.0, 0.0);
  tmpvar_2.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  gl_TexCoord[0] = tmpvar_2;
  vec4 tmpvar_3;
  tmpvar_3.w = 0.0;
  tmpvar_3.xyz = (gl_ModelViewMatrix * tmpvar_1).xyz;
  gl_TexCoord[1] = tmpvar_3;
}


// stats: 7 alu 0 tex 0 flow
// inputs: 3
//  #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
//  #1: gl_Normal (high float) 3x1 [-1] loc 2
//  #2: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 3 (total size: 0)
//  #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
//  #1: gl_ModelViewMatrix (high float) 4x4 [-1]
//  #2: _MainTex_ST (high float) 4x1 [-1]