uniform sampler2D _MainTex; uniform vec4 _TintColor; void main () { gl_FragData[0] = (((2.0 * gl_Color) * _TintColor) * texture2D (_MainTex, gl_TexCoord[0].xy)); } // stats: 3 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 // uniforms: 1 (total size: 0) // #0: _TintColor (high float) 4x1 [-1] // textures: 1 // #0: _MainTex (high 2d) 0x0 [-1]