uniform vec4 _MainTex_ST;
void main ()
{
  gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
  gl_FrontColor = gl_Color;
  vec4 tmpvar_1;
  tmpvar_1.zw = vec2(0.0, 0.0);
  tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  gl_TexCoord[0] = tmpvar_1;
}

