uniform vec4 v3c;
uniform vec4 v3b;
uniform vec4 v3a;
uniform mat3 m3c;
uniform mat3 m3b;
uniform mat3 m3a;
uniform mat4 mvp;
void main ()
{
  gl_Position = (mvp * gl_Vertex);
  vec4 tmpvar_1;
  tmpvar_1.w = 1.0;
  tmpvar_1.xyz = (((m3a * (gl_Vertex.xyz - v3a.xyz)) + (m3b * (gl_Vertex.xyz - (mvp * v3b).xyz))) + (m3c * (gl_Vertex.xyz - v3c.xyz)));
  gl_FrontColor = tmpvar_1;
}

