varying vec4 xlv_FOG;
uniform vec4 _ProjectionParams;
uniform vec4 _MainTex_ST;
uniform vec4 _Detail_ST;
void main ()
{
  vec4 tmpvar_1;
  vec4 tmpvar_2;
  tmpvar_2 = (gl_ModelViewProjectionMatrix * gl_Vertex);
  tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  tmpvar_1.zw = ((gl_MultiTexCoord1.xy * _Detail_ST.xy) + _Detail_ST.zw);
  vec4 o_3;
  vec4 tmpvar_4;
  tmpvar_4 = (tmpvar_2 * 0.5);
  vec2 tmpvar_5;
  tmpvar_5.x = tmpvar_4.x;
  tmpvar_5.y = (tmpvar_4.y * _ProjectionParams.x);
  o_3.xy = (tmpvar_5 + tmpvar_4.w);
  o_3.zw = tmpvar_2.zw;
  gl_Position = tmpvar_2;
  vec4 tmpvar_6;
  tmpvar_6.yzw = vec3(0.0, 0.0, 0.0);
  tmpvar_6.x = tmpvar_2.z;
  xlv_FOG = tmpvar_6;
  gl_TexCoord[0] = tmpvar_1;
  gl_TexCoord[1] = o_3;
}

