struct v2f_vertex_lit {
    vec2 uv;
    vec4 diff;
    vec4 spec;
};
struct v2f_img {
    vec4 pos;
    vec2 uv;
};
struct appdata_img {
    vec4 vertex;
    vec2 texcoord;
};
struct v2f {
    vec4 vertex;
    vec4 uv;
};

v2f vert( in vec4 vertex, in vec2 uv );
v2f vert( in vec4 vertex, in vec2 uv ) {
    v2f o;
    float scale = 1.00000;
    o.vertex = ( gl_ModelViewProjectionMatrix * vertex );
    o.uv.xy  = ((vec2( o.vertex.x , (o.vertex.y  * scale)) + o.vertex.w ) * 0.500000);
    o.uv.zw  = o.vertex.zw ;
    return o;
}
void main() {
    v2f xl_retval;
    xl_retval = vert( vec4(gl_Vertex), vec2(gl_MultiTexCoord0));
    gl_Position = vec4( xl_retval.vertex);
    gl_TexCoord[0] = vec4( xl_retval.uv);
}
