uniform sampler2D _GUIClipTexture; uniform sampler2D _MainTex; void main () { vec4 col_1; col_1.xyz = (texture2D (_MainTex, gl_TexCoord[0].xy).xyz * gl_Color.xyz); col_1.w = (gl_Color.w * texture2D (_GUIClipTexture, gl_TexCoord[1].xy).w); gl_FragData[0] = col_1; } // stats: 2 alu 2 tex 0 flow // inputs: 2 // #0: gl_Color (high float) 4x1 [-1] loc 1 // #1: gl_TexCoord (high float) 4x1 [2] loc 4 // textures: 2 // #0: _GUIClipTexture (high 2d) 0x0 [-1] // #1: _MainTex (high 2d) 0x0 [-1]