void main ()
{
  gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
  vec4 tmpvar_1;
  tmpvar_1.w = 0.0;
  tmpvar_1.xyz = gl_MultiTexCoord0.xyz;
  gl_TexCoord[0] = tmpvar_1;
}


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