uniform vec4 _Color; uniform sampler2D _MainTex; void main () { gl_FragData[0] = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color); } // stats: 1 alu 1 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [1] loc 4 // uniforms: 1 (total size: 0) // #0: _Color (high float) 4x1 [-1] // textures: 1 // #0: _MainTex (high 2d) 0x0 [-1]