varying vec4 xlv_FOG;
uniform vec4 _ProjectionParams;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = (gl_ModelViewProjectionMatrix * gl_Vertex);
  vec4 o_2;
  vec4 tmpvar_3;
  tmpvar_3 = (tmpvar_1 * 0.5);
  vec2 tmpvar_4;
  tmpvar_4.x = tmpvar_3.x;
  tmpvar_4.y = (tmpvar_3.y * _ProjectionParams.x);
  o_2.xy = (tmpvar_4 + tmpvar_3.w);
  o_2.zw = tmpvar_1.zw;
  vec4 o_5;
  vec4 tmpvar_6;
  tmpvar_6 = (tmpvar_1 * 0.5);
  vec2 tmpvar_7;
  tmpvar_7.x = tmpvar_6.x;
  tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x);
  o_5.xy = (tmpvar_7 + tmpvar_6.w);
  o_5.zw = tmpvar_1.zw;
  gl_Position = tmpvar_1;
  vec4 tmpvar_8;
  tmpvar_8.yzw = vec3(0.0, 0.0, 0.0);
  tmpvar_8.x = tmpvar_1.z;
  xlv_FOG = tmpvar_8;
  gl_TexCoord[0] = o_2;
  gl_TexCoord[1] = o_5;
}

