uniform vec4 _MainTex_ST;
uniform mat4 _Object2World;
uniform vec4 _ProjectionParams;
varying vec4 xlv_FOG;
void main ()
{
  vec4 pos_1;
  pos_1 = (gl_ModelViewProjectionMatrix * gl_Vertex);
  vec4 o_2;
  o_2 = (pos_1 * 0.5);
  vec2 tmpvar_3;
  tmpvar_3.x = o_2.x;
  tmpvar_3.y = (o_2.y * _ProjectionParams.x);
  o_2.xy = (tmpvar_3 + o_2.w);
  o_2.zw = pos_1.zw;
  gl_Position = pos_1;
  vec4 tmpvar_4;
  tmpvar_4.yzw = vec3(0.0, 0.0, 0.0);
  tmpvar_4.x = pos_1.z;
  xlv_FOG = tmpvar_4;
  vec4 tmpvar_5;
  tmpvar_5.zw = vec2(0.0, 0.0);
  tmpvar_5.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  gl_TexCoord[0] = tmpvar_5;
  vec4 tmpvar_6;
  tmpvar_6.w = 0.0;
  tmpvar_6.xyz = (_Object2World * gl_Vertex).xyz;
  gl_TexCoord[1] = tmpvar_6;
  gl_TexCoord[2] = o_2;
}


// stats: 10 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: 4 (total size: 0)
//  #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
//  #1: _MainTex_ST (high float) 4x1 [-1]
//  #2: _Object2World (high float) 4x4 [-1]
//  #3: _ProjectionParams (high float) 4x1 [-1]
