uniform vec4 _MainTex_TexelSize;
void main ()
{
  float offY_1;
  float offX_2;
  vec4 uv_3;
  vec4 tmpvar_4;
  tmpvar_4.zw = vec2(0.0, 0.0);
  tmpvar_4.xy = gl_MultiTexCoord0.xy;
  uv_3.xy = (gl_TextureMatrix[0] * tmpvar_4).xy;
  uv_3.zw = vec2(0.0, 0.0);
  offX_2 = _MainTex_TexelSize.x;
  offY_1 = _MainTex_TexelSize.y;
  vec4 tmpvar_5;
  tmpvar_5.zw = vec2(0.0, 1.0);
  float tmpvar_6;
  tmpvar_6 = -(_MainTex_TexelSize.x);
  tmpvar_5.x = tmpvar_6;
  float tmpvar_7;
  tmpvar_7 = -(_MainTex_TexelSize.y);
  tmpvar_5.y = tmpvar_7;
  vec4 tmpvar_8;
  tmpvar_8.zw = vec2(0.0, 1.0);
  tmpvar_8.x = offX_2;
  tmpvar_8.y = tmpvar_7;
  vec4 tmpvar_9;
  tmpvar_9.zw = vec2(0.0, 1.0);
  tmpvar_9.x = offX_2;
  tmpvar_9.y = offY_1;
  vec4 tmpvar_10;
  tmpvar_10.zw = vec2(0.0, 1.0);
  tmpvar_10.x = tmpvar_6;
  tmpvar_10.y = offY_1;
  gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
  gl_TexCoord[0] = (uv_3 + tmpvar_5);
  gl_TexCoord[1] = (uv_3 + tmpvar_8);
  gl_TexCoord[2] = (uv_3 + tmpvar_9);
  gl_TexCoord[3] = (uv_3 + tmpvar_10);
}


// stats: 14 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: _MainTex_TexelSize (high float) 4x1 [-1]
