attribute highp vec4 _glesVertex;
attribute mediump vec3 _glesNormal;
attribute highp vec4 _glesMultiTexCoord0;
attribute lowp vec4 _glesColor;
uniform highp mat4 mvp;
varying mediump vec2 xlv_TEXCOORD0;
varying lowp vec4 xlv_COLOR;
void main ()
{
  highp vec2 tmpvar_1;
  tmpvar_1 = _glesMultiTexCoord0.xy;
  mediump vec2 tmpvar_2;
  lowp vec4 tmpvar_3;
  tmpvar_3.w = _glesColor.w;
  tmpvar_3.xyz = (_glesColor.xyz + _glesNormal);
  tmpvar_2 = tmpvar_1;
  gl_Position = (mvp * _glesVertex);
  xlv_TEXCOORD0 = tmpvar_2;
  xlv_COLOR = tmpvar_3;
}


// stats: 2 alu 0 tex 0 flow
// inputs: 4
//  #0: _glesVertex (high float) 4x1 [-1]
//  #1: _glesNormal (medium float) 3x1 [-1]
//  #2: _glesMultiTexCoord0 (high float) 4x1 [-1]
//  #3: _glesColor (low float) 4x1 [-1]
// uniforms: 1 (total size: 0)
//  #0: mvp (high float) 4x4 [-1]
