struct v2f { highp vec4 vertex; lowp vec4 color; mediump vec2 texcoord; }; uniform sampler2D _MainTex; lowp vec4 xlat_main( in v2f i ) { return (i.color * texture2D( _MainTex, i.texcoord)); } varying lowp vec4 xlv_COLOR; varying mediump vec2 xlv_TEXCOORD0; void main() { lowp vec4 xl_retval; v2f xlt_i; xlt_i.vertex = vec4(0.0); xlt_i.color = vec4( xlv_COLOR); xlt_i.texcoord = vec2( xlv_TEXCOORD0); xl_retval = xlat_main( xlt_i); gl_FragData[0] = vec4( xl_retval); }