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;
}


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