varying vec4 xlv_FOG;
uniform vec4 _MainTex_ST;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = (gl_ModelViewProjectionMatrix * gl_Vertex);
  gl_Position = tmpvar_1;
  vec4 tmpvar_2;
  tmpvar_2.yzw = vec3(0.0, 0.0, 0.0);
  tmpvar_2.x = tmpvar_1.z;
  xlv_FOG = tmpvar_2;
  gl_FrontColor = gl_Color;
  vec4 tmpvar_3;
  tmpvar_3.zw = vec2(0.0, 0.0);
  tmpvar_3.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  gl_TexCoord[0] = tmpvar_3;
  vec4 tmpvar_4;
  tmpvar_4.w = 0.0;
  tmpvar_4.xyz = gl_Normal;
  gl_TexCoord[1] = tmpvar_4;
}

