uniform sampler2D _FlareTexture; varying lowp vec4 xlv_COLOR; varying highp vec2 xlv_TEXCOORD0; void main () { lowp vec4 tmpvar_1; tmpvar_1 = (texture2D (_FlareTexture, xlv_TEXCOORD0) * xlv_COLOR); gl_FragData[0] = tmpvar_1; } // stats: 1 alu 1 tex 0 flow // inputs: 2 // #0: xlv_COLOR (low float) 4x1 [-1] // #1: xlv_TEXCOORD0 (high float) 2x1 [-1] // textures: 1 // #0: _FlareTexture (low 2d) 0x0 [-1]