varying vec4 xlv_FOG;
uniform vec4 _ProjectionParams;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = (gl_ModelViewProjectionMatrix * 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;
  vec4 o_i0_i1;
  vec4 tmpvar_4;
  tmpvar_4 = (tmpvar_1 * 0.5);
  o_i0_i1 = tmpvar_4;
  vec2 tmpvar_5;
  tmpvar_5.x = tmpvar_4.x;
  tmpvar_5.y = (tmpvar_4.y * _ProjectionParams.x);
  o_i0_i1.xy = (tmpvar_5 + tmpvar_4.w);
  o_i0_i1.zw = tmpvar_1.zw;
  gl_Position = tmpvar_1;
  vec4 tmpvar_6;
  tmpvar_6.yzw = vec3(0.0, 0.0, 0.0);
  tmpvar_6.x = tmpvar_1.z;
  xlv_FOG = tmpvar_6;
  gl_TexCoord[0] = o_i0;
  gl_TexCoord[1] = o_i0_i1;
}

