#version 300 es
in vec4 _glesVertex;
in vec4 _glesMultiTexCoord0;
in vec4 _glesTANGENT;
uniform highp mat4 glstate_matrix_mvp;
out mediump vec2 xlv_TEXCOORD0;
out lowp vec4 xlv_TEXCOORD1;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1.xyz = normalize(_glesTANGENT.xyz);
  tmpvar_1.w = _glesTANGENT.w;
  lowp vec4 tmpvar_2;
  tmpvar_2.xy = (_glesMultiTexCoord0.xy * 0.3);
  tmpvar_2.xyz = (tmpvar_2.xyz + ((tmpvar_1.xyz * 0.5) + 0.5));
  tmpvar_2.w = 0.0;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = _glesMultiTexCoord0.xy;
  xlv_TEXCOORD1 = tmpvar_2;
}


// stats: 7 alu 0 tex 0 flow
// inputs: 3
//  #0: _glesVertex (high float) 4x1 [-1]
//  #1: _glesMultiTexCoord0 (high float) 4x1 [-1]
//  #2: _glesTANGENT (high float) 4x1 [-1]
// uniforms: 1 (total size: 0)
//  #0: glstate_matrix_mvp (high float) 4x4 [-1]
