varying highp vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp vec4 _ProjectionParams;
attribute mediump vec3 _glesNormal;
attribute highp vec4 _glesVertex;
void main ()
{
  highp vec3 tmpvar_1;
  tmpvar_1 = _glesNormal;
  highp vec4 tmpvar_2;
  tmpvar_2 = (glstate_matrix_mvp * _glesVertex);
  highp vec4 o_i0;
  highp vec4 tmpvar_3;
  tmpvar_3 = (tmpvar_2 * 0.5);
  o_i0 = tmpvar_3;
  highp vec2 tmpvar_4;
  tmpvar_4.x = tmpvar_3.x;
  tmpvar_4.y = (tmpvar_3.y * _ProjectionParams.x);
  o_i0.xy = (tmpvar_4 + tmpvar_3.w);
  o_i0.zw = tmpvar_2.zw;
  gl_Position = tmpvar_2;
  xlv_TEXCOORD0 = o_i0;
  xlv_TEXCOORD1 = mix (((glstate_matrix_modelview0 * _glesVertex).xyz * vec3(-1.0, -1.0, 1.0)), tmpvar_1, vec3(float((tmpvar_1.z != 0.0))));
}

