attribute vec4 position;
uniform mat4 modelViewProjectionMatrix;
varying vec4 xlv_TEXCOORD0;
varying vec4 xlv_TEXCOORD1;
void main ()
{
  gl_Position = (modelViewProjectionMatrix * position);
  vec4 tmpvar_1;
  tmpvar_1.zw = vec2(0.0, 0.0);
  tmpvar_1.xy = (position.xy * vec2(4.0, 4.0));
  xlv_TEXCOORD0 = tmpvar_1;
  vec4 tmpvar_2;
  tmpvar_2.zw = vec2(0.0, 0.0);
  tmpvar_2.xy = position.xy;
  xlv_TEXCOORD1 = tmpvar_2;
}


// stats: 4 alu 0 tex 0 flow
// inputs: 1
//  #0: position (high float) 4x1 [-1]
// uniforms: 1 (total size: 0)
//  #0: modelViewProjectionMatrix (high float) 4x4 [-1]
