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 vertex; vec2 texcoord; }; struct appdata_t { vec4 vertex; vec2 texcoord; }; uniform vec4 _Tint; uniform sampler2D _UpTex; vec4 skybox_frag( in v2f i, in sampler2D smp ); vec4 frag( in v2f i ); vec4 skybox_frag( in v2f i, in sampler2D smp ) { vec4 tex; vec4 col; tex = texture2D( smp, i.texcoord); col.xyz = ((tex.xyz + _Tint.xyz ) - 0.500000); col.w = (tex.w * _Tint.w ); return col; } vec4 frag( in v2f i ) { return skybox_frag( i, _UpTex); } void main() { vec4 xl_retval; v2f xlt_i; xlt_i.vertex = vec4(0.0); xlt_i.texcoord = vec2( gl_TexCoord[0]); xl_retval = frag( xlt_i); gl_FragData[0] = vec4( xl_retval); }