void main ()
{
  vec4 tmpvar_1;
  vec4 tmpvar_2;
  tmpvar_2 = (gl_ModelViewProjectionMatrix * gl_Vertex);
  tmpvar_1.xy = ((tmpvar_2.xy + tmpvar_2.w) * 0.5);
  tmpvar_1.zw = tmpvar_2.zw;
  vec4 tmpvar_3;
  tmpvar_3.zw = vec2(0.0, 0.0);
  tmpvar_3.x = gl_MultiTexCoord0.x;
  tmpvar_3.y = gl_MultiTexCoord0.y;
  vec4 tmpvar_4;
  tmpvar_4.zw = vec2(0.0, 0.0);
  tmpvar_4.x = gl_MultiTexCoord0.x;
  tmpvar_4.y = gl_MultiTexCoord0.y;
  gl_Position = tmpvar_2;
  gl_TexCoord[0] = tmpvar_1;
  vec4 tmpvar_5;
  tmpvar_5.zw = vec2(0.0, 0.0);
  tmpvar_5.xy = (gl_TextureMatrix[1] * tmpvar_3).xy;
  gl_TexCoord[1] = tmpvar_5;
  vec4 tmpvar_6;
  tmpvar_6.zw = vec2(0.0, 0.0);
  tmpvar_6.xy = (gl_TextureMatrix[2] * tmpvar_4).xy;
  gl_TexCoord[2] = tmpvar_6;
}

