struct v2f_vertex_lit {
    vec2 uv;
    vec4 diff;
    vec4 spec;
};
struct v2f_img {
    vec4 pos;
    vec2 uv;
};
struct appdata_img {
    vec4 vertex;
    vec2 texcoord;
};
struct v2f {
    vec4 vertex;
    vec4 uvgrab;
    vec2 uvbump;
    vec2 uvmain;
};
struct appdata_t {
    vec4 vertex;
    vec2 texcoord;
};



vec2 MultiplyUV( in mat4 mat, in vec2 inUV );
v2f vert( in appdata_t v );
vec2 MultiplyUV( in mat4 mat, in vec2 inUV ) {
    vec4 temp;
    temp = vec4( inUV.x , inUV.y , 0.000000, 0.000000);
    temp = ( mat * temp );
    return temp.xy ;
}
v2f vert( in appdata_t v ) {
    v2f o;
    float scale = 1.00000;
    o.vertex = ( gl_ModelViewProjectionMatrix * v.vertex );
    o.uvgrab.xy  = ((vec2( o.vertex.x , (o.vertex.y  * scale)) + o.vertex.w ) * 0.500000);
    o.uvgrab.zw  = o.vertex.zw ;
    o.uvbump = MultiplyUV( gl_TextureMatrix[1], v.texcoord);
    o.uvmain = MultiplyUV( gl_TextureMatrix[2], v.texcoord);
    return o;
}
void main() {
    v2f xl_retval;
    appdata_t xlt_v;
    xlt_v.vertex = vec4( gl_Vertex);
    xlt_v.texcoord = vec2( gl_MultiTexCoord0);
    xl_retval = vert( xlt_v);
    gl_Position = vec4( xl_retval.vertex);
    gl_TexCoord[0] = vec4( xl_retval.uvgrab);
    gl_TexCoord[1] = vec4( xl_retval.uvbump, 0.0, 0.0);
    gl_TexCoord[2] = vec4( xl_retval.uvmain, 0.0, 0.0);
}
