attribute vec4 TANGENT;
uniform vec4 _MainTex_ST;
uniform vec4 _BumpMap_ST;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  tmpvar_1.zw = ((gl_MultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
  vec3 tmpvar_2;
  tmpvar_2 = (cross (gl_Normal, TANGENT.xyz) * TANGENT.w);
  mat3 tmpvar_3;
  tmpvar_3[0].x = TANGENT.x;
  tmpvar_3[0].y = tmpvar_2.x;
  tmpvar_3[0].z = gl_Normal.x;
  tmpvar_3[1].x = TANGENT.y;
  tmpvar_3[1].y = tmpvar_2.y;
  tmpvar_3[1].z = gl_Normal.y;
  tmpvar_3[2].x = TANGENT.z;
  tmpvar_3[2].y = tmpvar_2.z;
  tmpvar_3[2].z = gl_Normal.z;
  mat3 tmpvar_4;
  tmpvar_4[0] = gl_ModelViewMatrixInverseTranspose[0].xyz;
  tmpvar_4[1] = gl_ModelViewMatrixInverseTranspose[1].xyz;
  tmpvar_4[2] = gl_ModelViewMatrixInverseTranspose[2].xyz;
  mat3 tmpvar_5;
  tmpvar_5[0] = gl_ModelViewMatrixInverseTranspose[0].xyz;
  tmpvar_5[1] = gl_ModelViewMatrixInverseTranspose[1].xyz;
  tmpvar_5[2] = gl_ModelViewMatrixInverseTranspose[2].xyz;
  mat3 tmpvar_6;
  tmpvar_6[0] = gl_ModelViewMatrixInverseTranspose[0].xyz;
  tmpvar_6[1] = gl_ModelViewMatrixInverseTranspose[1].xyz;
  tmpvar_6[2] = gl_ModelViewMatrixInverseTranspose[2].xyz;
  gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
  gl_TexCoord[0] = tmpvar_1;
  vec4 tmpvar_7;
  tmpvar_7.w = 0.0;
  tmpvar_7.xyz = (tmpvar_3 * tmpvar_4[0]);
  gl_TexCoord[1] = tmpvar_7;
  vec4 tmpvar_8;
  tmpvar_8.w = 0.0;
  tmpvar_8.xyz = (tmpvar_3 * tmpvar_5[1]);
  gl_TexCoord[2] = tmpvar_8;
  vec4 tmpvar_9;
  tmpvar_9.w = 0.0;
  tmpvar_9.xyz = (tmpvar_3 * tmpvar_6[2]);
  gl_TexCoord[3] = tmpvar_9;
}

