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