uniform mat4 mvp;
varying vec2 xlv_TEXCOORD0;
varying vec4 xlv_COLOR;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.w = gl_Color.w;
  tmpvar_1.xyz = (gl_Color.xyz + gl_Normal);
  gl_Position = (mvp * gl_Vertex);
  xlv_TEXCOORD0 = gl_MultiTexCoord0.xy;
  xlv_COLOR = tmpvar_1;
}


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