uniform vec4 _MainTex_TexelSize;
void main ()
{
  vec4 uv;
  vec4 tmpvar_1[4];
  vec4 tmpvar_2;
  tmpvar_2.zw = vec2(0.0, 0.0);
  tmpvar_2.x = gl_MultiTexCoord0.x;
  tmpvar_2.y = gl_MultiTexCoord0.y;
  uv.xy = (gl_TextureMatrix[0] * tmpvar_2).xy;
  uv.zw = vec2(0.0, 0.0);
  vec4 tmpvar_3;
  tmpvar_3.zw = vec2(0.0, 1.0);
  tmpvar_3.x = -(_MainTex_TexelSize.x);
  tmpvar_3.y = -(_MainTex_TexelSize.y);
  tmpvar_1[0] = (uv + tmpvar_3);
  vec4 tmpvar_4;
  tmpvar_4.zw = vec2(0.0, 1.0);
  tmpvar_4.x = _MainTex_TexelSize.x;
  tmpvar_4.y = -(_MainTex_TexelSize.y);
  tmpvar_1[1] = (uv + tmpvar_4);
  vec4 tmpvar_5;
  tmpvar_5.zw = vec2(0.0, 1.0);
  tmpvar_5.x = _MainTex_TexelSize.x;
  tmpvar_5.y = _MainTex_TexelSize.y;
  tmpvar_1[2] = (uv + tmpvar_5);
  vec4 tmpvar_6;
  tmpvar_6.zw = vec2(0.0, 1.0);
  tmpvar_6.x = -(_MainTex_TexelSize.x);
  tmpvar_6.y = _MainTex_TexelSize.y;
  tmpvar_1[3] = (uv + tmpvar_6);
  gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
  gl_TexCoord[0] = tmpvar_1[0];
  gl_TexCoord[1] = tmpvar_1[1];
  gl_TexCoord[2] = tmpvar_1[2];
  gl_TexCoord[3] = tmpvar_1[3];
}

