struct v2f { highp vec4 vertex; lowp vec4 color; mediump vec2 texcoord; }; uniform sampler2D _MainTex; varying lowp vec4 xlv_COLOR; varying mediump vec2 xlv_TEXCOORD0; lowp vec4 xlat_main ( in v2f i_1 ) { lowp vec4 tmpvar_2; tmpvar_2 = texture2D (_MainTex, i_1.texcoord); return (i_1.color * tmpvar_2); } void main () { v2f xlt_i_3; lowp vec4 xl_retval_4; vec4 tmpvar_5; tmpvar_5 = vec4(0.0, 0.0, 0.0, 0.0); xlt_i_3.vertex = tmpvar_5; lowp vec4 tmpvar_6; tmpvar_6 = xlv_COLOR.xyzw; lowp vec4 tmpvar_7; tmpvar_7 = tmpvar_6; xlt_i_3.color = tmpvar_7; mediump vec2 tmpvar_8; tmpvar_8 = xlv_TEXCOORD0.xy; mediump vec2 tmpvar_9; tmpvar_9 = tmpvar_8; xlt_i_3.texcoord = tmpvar_9; lowp vec4 tmpvar_10; tmpvar_10 = xlat_main (xlt_i_3); lowp vec4 tmpvar_11; tmpvar_11 = tmpvar_10; xl_retval_4 = tmpvar_11; lowp vec4 tmpvar_12; tmpvar_12 = xl_retval_4.xyzw; lowp vec4 tmpvar_13; tmpvar_13 = tmpvar_12; gl_FragData[0] = tmpvar_13; }