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