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; vec2 uv; vec3 color; }; struct appdata_full { vec4 vertex; vec4 tangent; vec3 normal; vec4 texcoord; vec4 texcoord1; vec4 color; }; uniform sampler2D _MainTex; vec4 frag( in v2f i ); vec4 frag( in v2f i ) { vec4 col; col = texture2D( _MainTex, i.uv); col.xyz *= (i.color * 2.00000); col.w = 1.00000; return col; } void main() { vec4 xl_retval; v2f xlt_i; xlt_i.pos = vec4(0.0); xlt_i.uv = vec2( gl_TexCoord[0]); xlt_i.color = vec3( gl_TexCoord[1]); xl_retval = frag( xlt_i); gl_FragData[0] = vec4( xl_retval); }