uniform samplerCube _Tex; uniform vec4 _Tint; void main () { vec4 col_1; vec4 tmpvar_2; tmpvar_2 = textureCube (_Tex, gl_TexCoord[0].xyz); col_1.xyz = ((tmpvar_2.xyz + _Tint.xyz) - 0.5); col_1.w = (tmpvar_2.w * _Tint.w); gl_FragData[0] = col_1; } // stats: 3 alu 1 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [1] loc 4 // uniforms: 1 (total size: 0) // #0: _Tint (high float) 4x1 [-1] // textures: 1 // #0: _Tex (high cube) 0x0 [-1]