uniform vec4 _MainTex_ST;
varying vec4 xlv_FOG;
void main ()
{
  vec4 pos_1;
  pos_1 = (gl_ModelViewProjectionMatrix * gl_Vertex);
  gl_Position = pos_1;
  vec4 tmpvar_2;
  tmpvar_2.yzw = vec3(0.0, 0.0, 0.0);
  tmpvar_2.x = pos_1.z;
  xlv_FOG = tmpvar_2;
  gl_FrontColor = gl_Color;
  vec4 tmpvar_3;
  tmpvar_3.zw = vec2(0.0, 0.0);
  tmpvar_3.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  gl_TexCoord[0] = tmpvar_3;
  vec4 tmpvar_4;
  tmpvar_4.w = 0.0;
  tmpvar_4.xyz = gl_Normal;
  gl_TexCoord[1] = tmpvar_4;
}


// stats: 6 alu 0 tex 0 flow
// inputs: 4
//  #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
//  #1: gl_Color (high float) 4x1 [-1] loc 3
//  #2: gl_Normal (high float) 3x1 [-1] loc 2
//  #3: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 2 (total size: 0)
//  #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
//  #1: _MainTex_ST (high float) 4x1 [-1]
