void main ()
{
  gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
}


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