uniform vec4 _Color; uniform sampler2D _Detail; uniform sampler2D _MainTex; varying vec4 xlv_TEXCOORD0; varying vec4 xlv_TEXCOORD1; void main () { vec4 c_1; c_1 = (_Color * texture2D (_MainTex, xlv_TEXCOORD0.xy)); c_1 = ((c_1 * texture2D (_Detail, xlv_TEXCOORD1.xy)) * 2.0); gl_FragData[0] = c_1; } // stats: 3 alu 2 tex 0 flow // inputs: 2 // #0: xlv_TEXCOORD0 (high float) 4x1 [-1] // #1: xlv_TEXCOORD1 (high float) 4x1 [-1] // uniforms: 1 (total size: 0) // #0: _Color (high float) 4x1 [-1] // textures: 2 // #0: _Detail (high 2d) 0x0 [-1] // #1: _MainTex (high 2d) 0x0 [-1]