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; float fog; vec4 color; vec2 texcoord; vec3 normal; }; struct appdata_t { vec4 vertex; vec4 color; vec3 normal; vec2 texcoord; }; uniform sampler2D _MainTex; vec4 frag( in v2f i ); vec4 frag( in v2f i ) { return (i.color * texture2D( _MainTex, i.texcoord)); } varying vec4 xlv_FOG; void main() { vec4 xl_retval; v2f xlt_i; xlt_i.pos = vec4(0.0); xlt_i.fog = float( xlv_FOG); xlt_i.color = vec4( gl_Color); xlt_i.texcoord = vec2( gl_TexCoord[0]); xlt_i.normal = vec3( gl_TexCoord[1]); xl_retval = frag( xlt_i); gl_FragData[0] = vec4( xl_retval); }