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

