#line 11 struct v2f { vec4 vertex; vec4 color; vec2 texcoord; }; #line 16 uniform vec4 _TintColor; uniform sampler2D _MainTex; #line 18 vec4 xlat_main( in v2f i ) { #line 20 return (i.color * texture2D( _MainTex, i.texcoord)); } varying vec4 xlv_COLOR; varying vec2 xlv_TEXCOORD0; void main() { vec4 xl_retval; v2f xlt_i; xlt_i.vertex = vec4(0.0); xlt_i.color = vec4(xlv_COLOR); xlt_i.texcoord = vec2(xlv_TEXCOORD0); xl_retval = xlat_main( xlt_i); gl_FragData[0] = vec4(xl_retval); } // uniforms: // _MainTex: type 25 arrsize 0