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 pos; vec2 uv; }; struct appdata_base { vec4 vertex; vec3 normal; vec4 texcoord; }; uniform sampler2D _MainTex0; uniform sampler2D _MainTex1; uniform sampler2D _MainTex10; uniform sampler2D _MainTex11; uniform sampler2D _MainTex12; uniform sampler2D _MainTex13; uniform sampler2D _MainTex14; uniform sampler2D _MainTex15; uniform sampler2D _MainTex2; uniform sampler2D _MainTex3; uniform sampler2D _MainTex4; uniform sampler2D _MainTex5; uniform sampler2D _MainTex6; uniform sampler2D _MainTex7; uniform sampler2D _MainTex8; uniform sampler2D _MainTex9; vec4 frag( in v2f i ); vec4 frag( in v2f i ) { vec4 col; col = texture2D( _MainTex0, i.uv); col += texture2D( _MainTex1, i.uv); col += texture2D( _MainTex2, i.uv); col += texture2D( _MainTex3, i.uv); col += texture2D( _MainTex4, i.uv); col += texture2D( _MainTex5, i.uv); col += texture2D( _MainTex6, i.uv); col += texture2D( _MainTex7, i.uv); col += texture2D( _MainTex8, i.uv); col += texture2D( _MainTex9, i.uv); col += texture2D( _MainTex10, i.uv); col += texture2D( _MainTex11, i.uv); col += texture2D( _MainTex12, i.uv); col += texture2D( _MainTex13, i.uv); col += texture2D( _MainTex14, i.uv); col += texture2D( _MainTex15, i.uv); return col; } void main() { vec4 xl_retval; v2f xlt_i; xlt_i.pos = vec4(0.0); xlt_i.uv = vec2( gl_TexCoord[0]); xl_retval = frag( xlt_i); gl_FragData[0] = vec4( xl_retval); }