uniform vec4 _CenterRadius;
void main ()
{
  vec2 uv_1;
  uv_1 = (gl_MultiTexCoord0.xy - _CenterRadius.xy);
  vec4 tmpvar_2;
  tmpvar_2.zw = vec2(0.0, 0.0);
  tmpvar_2.xy = uv_1;
  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 = uv_1;
  gl_TexCoord[1] = tmpvar_4;
}


// stats: 6 alu 0 tex 0 flow
// inputs: 2
//  #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
//  #1: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 3 (total size: 0)
//  #0: gl_TextureMatrix (high float) 4x4 [16]
//  #1: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
//  #2: _CenterRadius (high float) 4x1 [-1]
