uniform vec4 _Color; uniform sampler2D _DecalTex; uniform vec4 _LightColor0; uniform sampler2D _MainTex; void main () { vec4 tmpvar_1; tmpvar_1 = gl_TexCoord[0]; vec4 c_2; vec4 c_3; vec4 tmpvar_4; tmpvar_4 = texture2D (_MainTex, tmpvar_1.xy); c_3.w = tmpvar_4.w; vec4 tmpvar_5; tmpvar_5 = texture2D (_DecalTex, tmpvar_1.zw); c_3.xyz = mix (tmpvar_4.xyz, tmpvar_5.xyz, tmpvar_5.www); c_3 = (c_3 * _Color); vec4 c_6; c_6.xyz = ((c_3.xyz * _LightColor0.xyz) * (max (0.0, dot (gl_TexCoord[1].xyz, gl_TexCoord[2].xyz) ) * 2.0)); c_6.w = c_3.w; c_2.xyz = c_6.xyz; c_2.w = 0.0; gl_FragData[0] = c_2; } // stats: 8 alu 2 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [3] loc 4 // uniforms: 2 (total size: 0) // #0: _Color (high float) 4x1 [-1] // #1: _LightColor0 (high float) 4x1 [-1] // textures: 2 // #0: _DecalTex (high 2d) 0x0 [-1] // #1: _MainTex (high 2d) 0x0 [-1]