attribute highp vec4 _glesVertex; attribute highp vec4 _glesMultiTexCoord0; attribute lowp vec4 _glesColor; uniform highp vec4 _MainTex_ST; uniform highp mat4 glstate_matrix_mvp; varying lowp vec4 xlv_COLOR; varying mediump vec2 xlv_TEXCOORD0; void main () { mediump vec2 tmpvar_1; tmpvar_1 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw); gl_Position = (glstate_matrix_mvp * _glesVertex); xlv_COLOR = _glesColor; xlv_TEXCOORD0 = tmpvar_1; } // stats: 3 alu 0 tex 0 flow // inputs: 3 // #0: _glesVertex (high float) 4x1 [-1] // #1: _glesMultiTexCoord0 (high float) 4x1 [-1] // #2: _glesColor (low float) 4x1 [-1] // uniforms: 2 (total size: 0) // #0: _MainTex_ST (high float) 4x1 [-1] // #1: glstate_matrix_mvp (high float) 4x4 [-1]