struct v2f {
    vec4 vertex;
    vec4 color;
    vec2 texcoord;
};
struct appdata_t {
    vec4 vertex;
    vec4 color;
    vec2 texcoord;
};
uniform vec4 _MainTex_ST;
uniform mat4 glstate_matrix_mvp;
v2f xlat_main( in appdata_t v );
v2f xlat_main( in appdata_t v ) {
    v2f o;
    o.vertex = ( glstate_matrix_mvp * v.vertex );
    o.color = v.color;
    o.texcoord = ((v.texcoord.xy  * _MainTex_ST.xy ) + _MainTex_ST.zw );
    return o;
}
varying vec4 xlv_COLOR;
varying vec2 xlv_TEXCOORD0;
void main() {
    v2f xl_retval;
    appdata_t xlt_v;
    xlt_v.vertex = vec4( gl_Vertex);
    xlt_v.color = vec4( gl_Color);
    xlt_v.texcoord = vec2( gl_MultiTexCoord0);
    xl_retval = xlat_main( xlt_v);
    gl_Position = vec4( xl_retval.vertex);
    xlv_COLOR = vec4( xl_retval.color);
    xlv_TEXCOORD0 = vec2( xl_retval.texcoord);
}
