uniform sampler2D _MainTex; void main () { vec4 col_1; vec4 tmpvar_2; tmpvar_2 = texture2D (_MainTex, gl_TexCoord[0].xy); col_1.xyz = ((tmpvar_2.xyz * gl_Color.xyz) * 2.0); col_1.w = (gl_Color.w * tmpvar_2.w); gl_FragData[0] = mix (vec4(0.5, 0.5, 0.5, 0.5), col_1, col_1.wwww); } // stats: 4 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: _MainTex (high 2d) 0x0 [-1]