uniform vec4 _MainTex_ST;
uniform mat4 glstate_matrix_mvp;
varying vec4 xlv_COLOR;
varying vec2 xlv_TEXCOORD0;
void main ()
{
  gl_Position = (glstate_matrix_mvp * gl_Vertex);
  xlv_COLOR = gl_Color;
  xlv_TEXCOORD0 = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
}


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