uniform vec4 v3c;
uniform vec4 v3b;
uniform vec4 v3a;
uniform mat3 m3c;
uniform mat3 m3b;
uniform mat3 m3a;
uniform mat4 mvp;
void main ()
{
  vec3 rc_1;
  vec3 rb_2;
  vec3 tb_3;
  vec3 ra_4;
  vec3 ta_5;
  vec4 tmpvar_6;
  tmpvar_6 = (mvp * gl_Vertex);
  gl_Position = tmpvar_6;
  vec3 tmpvar_7;
  tmpvar_7 = -((v3a.xyz - gl_Vertex.xyz));
  ta_5 = tmpvar_7;
  vec3 tmpvar_8;
  tmpvar_8 = (m3a * ta_5);
  ra_4 = tmpvar_8;
  vec3 tmpvar_9;
  tmpvar_9 = -(((mvp * v3b).xyz - gl_Vertex.xyz));
  tb_3 = tmpvar_9;
  vec3 tmpvar_10;
  tmpvar_10 = (m3b * tb_3);
  rb_2 = tmpvar_10;
  vec3 tmpvar_11;
  tmpvar_11 = (m3c * -((v3c.xyz - gl_Vertex.xyz)));
  rc_1 = tmpvar_11;
  vec4 tmpvar_12;
  tmpvar_12.w = 1.0;
  tmpvar_12.xyz = ((ra_4 + rb_2) + rc_1).xyz;
  vec4 tmpvar_13;
  tmpvar_13 = tmpvar_12;
  gl_FrontColor = tmpvar_13;
}

