uniform sampler2D _MainTex; uniform vec4 _TintColor; void main () { vec4 col_1; vec4 tmpvar_2; tmpvar_2 = texture2D (_MainTex, gl_TexCoord[0].xy); col_1.xyz = ((_TintColor.xyz * tmpvar_2.xyz) * (gl_Color.xyz * 2.0)); col_1.w = ((1.0 - tmpvar_2.w) * ((_TintColor.w * gl_Color.w) * 2.0)); gl_FragData[0] = col_1; } // stats: 7 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]