uniform vec4 _CenterRadius;
void main ()
{
  vec2 tmpvar_1;
  tmpvar_1 = (gl_MultiTexCoord0.xy - _CenterRadius.xy);
  vec4 tmpvar_2;
  tmpvar_2.zw = vec2(0.0, 0.0);
  tmpvar_2.x = tmpvar_1.x;
  tmpvar_2.y = tmpvar_1.y;
  gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
  vec4 tmpvar_3;
  tmpvar_3.zw = vec2(0.0, 0.0);
  tmpvar_3.xy = (gl_TextureMatrix[0] * tmpvar_2).xy;
  gl_TexCoord[0] = tmpvar_3;
  vec4 tmpvar_4;
  tmpvar_4.zw = vec2(0.0, 0.0);
  tmpvar_4.xy = tmpvar_1;
  gl_TexCoord[1] = tmpvar_4;
}

