uniform vec4 _Color; uniform sampler2D _MainTex; void main () { vec4 tmpvar_1; vec4 tmpvar_2; tmpvar_1 = gl_TexCoord[0]; tmpvar_2 = gl_TexCoord[1]; vec4 c_3; c_3 = (texture2D (_MainTex, tmpvar_1.xy) + texture2D (_MainTex, tmpvar_1.zw)); c_3 = (c_3 + texture2D (_MainTex, tmpvar_2.xy)); c_3 = (c_3 + texture2D (_MainTex, tmpvar_2.zw)); c_3.xyz = (c_3.xyz * _Color.xyz); gl_FragData[0] = (c_3 * _Color.w); } // stats: 5 alu 4 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [2] loc 4 // uniforms: 1 (total size: 0) // #0: _Color (high float) 4x1 [-1] // textures: 1 // #0: _MainTex (high 2d) 0x0 [-1]