varying vec4 xlv_TEXCOORD1;
varying vec4 xlv_TEXCOORD0;
uniform mat4 modelViewProjectionMatrix;
attribute vec4 position;
void main ()
{
  gl_Position = (modelViewProjectionMatrix * position);
  vec4 tmpvar_1;
  tmpvar_1.zw = vec2(0.0, 0.0);
  tmpvar_1.xy = (position.xy * vec2(4.0, 4.0));
  xlv_TEXCOORD0 = tmpvar_1;
  vec4 tmpvar_2;
  tmpvar_2.zw = vec2(0.0, 0.0);
  tmpvar_2.xy = position.xy;
  xlv_TEXCOORD1 = tmpvar_2;
}

