uniform vec4 _Color; uniform sampler2D _MainTex; void main () { vec4 c_1; c_1 = (texture2D (_MainTex, gl_TexCoord[0].xy) + texture2D (_MainTex, gl_TexCoord[1].xy)); c_1 = (c_1 + texture2D (_MainTex, gl_TexCoord[2].xy)); c_1 = (c_1 + texture2D (_MainTex, gl_TexCoord[3].xy)); c_1 = (c_1 / 4.0); c_1.xyz = (c_1.xyz * _Color.xyz); c_1.xyz = (c_1.xyz * (c_1.w + _Color.w)); c_1.w = 0.0; gl_FragData[0] = c_1; } // stats: 8 alu 4 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [4] loc 4 // uniforms: 1 (total size: 0) // #0: _Color (high float) 4x1 [-1] // textures: 1 // #0: _MainTex (high 2d) 0x0 [-1]