uniform vec4 _Color; uniform sampler2D _MainTex; uniform samplerCube _ToonShade; void main () { vec4 col_1; col_1 = (_Color * texture2D (_MainTex, gl_TexCoord[0].xy)); vec4 tmpvar_2; tmpvar_2.xyz = ((2.0 * textureCube (_ToonShade, gl_TexCoord[1].xyz).xyz) * col_1.xyz); tmpvar_2.w = col_1.w; gl_FragData[0] = tmpvar_2; } // stats: 3 alu 2 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [2] loc 4 // uniforms: 1 (total size: 0) // #0: _Color (high float) 4x1 [-1] // textures: 2 // #0: _MainTex (high 2d) 0x0 [-1] // #1: _ToonShade (high cube) 0x0 [-1]