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