struct v2f_vertex_lit { vec2 uv; vec4 diff; vec4 spec; }; struct v2f_img { vec4 pos; vec2 uv; }; struct appdata_img { vec4 vertex; vec2 texcoord; }; struct v2f { vec4 pos; vec4 uv[4]; }; uniform vec4 _Color; uniform sampler2D _MainTex; vec4 frag( in v2f i ); vec4 frag( in v2f i ) { vec4 c; c = texture2D( _MainTex, i.uv[ 0 ].xy ); c += texture2D( _MainTex, i.uv[ 1 ].xy ); c += texture2D( _MainTex, i.uv[ 2 ].xy ); c += texture2D( _MainTex, i.uv[ 3 ].xy ); c /= 4.00000; c.xyz *= _Color.xyz ; c.xyz *= (c.w + _Color.w ); c.w = 0.000000; return c; } void main() { vec4 xl_retval; v2f xlt_i; xlt_i.pos = vec4(0.0); xlt_i.uv[0] = vec4( gl_TexCoord[0]); xlt_i.uv[1] = vec4( gl_TexCoord[1]); xlt_i.uv[2] = vec4( gl_TexCoord[2]); xlt_i.uv[3] = vec4( gl_TexCoord[3]); xl_retval = frag( xlt_i); gl_FragData[0] = vec4( xl_retval); }