uniform vec4 _MainTex_ST; uniform mat4 glstate_matrix_mvp; varying vec4 xlv_COLOR; varying vec2 xlv_TEXCOORD0; void main () { gl_Position = (glstate_matrix_mvp * gl_Vertex); xlv_COLOR = gl_Color; xlv_TEXCOORD0 = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); } // stats: 3 alu 0 tex 0 flow // inputs: 3 // #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8 // #1: gl_Color (high float) 4x1 [-1] loc 3 // #2: gl_Vertex (high float) 4x1 [-1] loc 0 // uniforms: 2 (total size: 0) // #0: _MainTex_ST (high float) 4x1 [-1] // #1: glstate_matrix_mvp (high float) 4x4 [-1]