attribute highp vec4 _glesVertex;
attribute highp vec4 _glesMultiTexCoord0;
attribute lowp vec4 _glesColor;
uniform highp vec4 _MainTex_ST;
uniform highp mat4 glstate_matrix_mvp;
varying lowp vec4 xlv_COLOR;
varying mediump vec2 xlv_TEXCOORD0;
void main ()
{
  mediump vec2 tmpvar_1;
  tmpvar_1 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_COLOR = _glesColor;
  xlv_TEXCOORD0 = tmpvar_1;
}


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