uniform vec4 _MainTex_TexelSize;
void main ()
{
  vec2 tmpvar_1;
  tmpvar_1 = gl_MultiTexCoord0.xy;
  vec4 uv_2;
  vec4 tmpvar_3;
  tmpvar_3.zw = vec2(0.0, 0.0);
  tmpvar_3.x = tmpvar_1.x;
  tmpvar_3.y = tmpvar_1.y;
  uv_2.xy = (gl_TextureMatrix[0] * tmpvar_3).xy;
  uv_2.zw = vec2(0.0, 0.0);
  float tmpvar_4;
  tmpvar_4 = _MainTex_TexelSize.x;
  float tmpvar_5;
  tmpvar_5 = _MainTex_TexelSize.y;
  vec4 tmpvar_6;
  tmpvar_6.zw = vec2(0.0, 1.0);
  tmpvar_6.x = -(_MainTex_TexelSize.x);
  tmpvar_6.y = -(_MainTex_TexelSize.y);
  vec4 tmpvar_7;
  tmpvar_7.zw = vec2(0.0, 1.0);
  tmpvar_7.x = tmpvar_4;
  tmpvar_7.y = -(_MainTex_TexelSize.y);
  vec4 tmpvar_8;
  tmpvar_8.zw = vec2(0.0, 1.0);
  tmpvar_8.x = tmpvar_4;
  tmpvar_8.y = tmpvar_5;
  vec4 tmpvar_9;
  tmpvar_9.zw = vec2(0.0, 1.0);
  tmpvar_9.x = -(_MainTex_TexelSize.x);
  tmpvar_9.y = tmpvar_5;
  gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
  gl_TexCoord[0] = (uv_2 + tmpvar_6);
  gl_TexCoord[1] = (uv_2 + tmpvar_7);
  gl_TexCoord[2] = (uv_2 + tmpvar_8);
  gl_TexCoord[3] = (uv_2 + tmpvar_9);
}

