void main ()
{
  vec4 tmpvar_1;
  vec4 tmpvar_2;
  tmpvar_1 = (gl_ModelViewProjectionMatrix * gl_Vertex);
  tmpvar_2.xy = ((tmpvar_1.xy + tmpvar_1.w) * 0.5);
  tmpvar_2.zw = tmpvar_1.zw;
  gl_Position = tmpvar_1;
  gl_TexCoord[0] = tmpvar_2;
}


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