uniform vec4 _Color; uniform sampler2D _MainTex; void main () { vec4 c_1; vec4 tmpvar_2; tmpvar_2 = ((( (texture2D (_MainTex, gl_TexCoord[0].xy) + texture2D (_MainTex, gl_TexCoord[1].xy)) + texture2D (_MainTex, gl_TexCoord[2].xy)) + texture2D (_MainTex, gl_TexCoord[3].xy)) / 4.0); c_1.w = tmpvar_2.w; c_1.xyz = (tmpvar_2.xyz * _Color.xyz); c_1.xyz = (c_1.xyz * (tmpvar_2.w + _Color.w)); c_1.w = 0.0; gl_FragData[0] = c_1; } // inputs: 1, stats: 8 alu 4 tex 0 flow