void main ()
{
  gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
  vec4 tmpvar_1;
  tmpvar_1.w = 1.0;
  tmpvar_1.xyz = (((mat3(0.1, 0.8, 0.1, 0.3, 0.3, 0.5, 0.9, 0.0, 0.1) * gl_Normal) * 0.5) + 0.5);
  gl_FrontColor = tmpvar_1;
}


// stats: 5 alu 0 tex 0 flow
// inputs: 2
//  #0: gl_Normal (high float) 3x1 [-1] loc 2
//  #1: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 1 (total size: 0)
//  #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
