struct v2f { vec4 pos; vec2 uv0; vec2 uv1; }; uniform vec4 _Color; uniform sampler2D _Detail; uniform sampler2D _MainTex; vec4 frag( in v2f i ); vec4 frag( in v2f i ) { vec4 c; c = (_Color * texture2D( _MainTex, i.uv0)); c = ((c * texture2D( _Detail, i.uv1)) * 2.00000); return c; } varying vec4 xlv_TEXCOORD0; varying vec4 xlv_TEXCOORD1; void main() { vec4 xl_retval; v2f xlt_i; xlt_i.uv0 = vec2( xlv_TEXCOORD0); xlt_i.uv1 = vec2( xlv_TEXCOORD1); xl_retval = frag( xlt_i); gl_FragData[0] = vec4( xl_retval); }