struct v2f { vec4 pos; vec2 uv0; vec2 uv1; }; varying vec4 xlv_TEXCOORD1; varying vec4 xlv_TEXCOORD0; uniform sampler2D _MainTex; uniform sampler2D _Detail; uniform vec4 _Color; vec4 frag ( in v2f i_1 ) { vec4 c_2; vec4 tmpvar_3; tmpvar_3 = texture2D (_MainTex, i_1.uv0); vec4 tmpvar_4; tmpvar_4 = (_Color * tmpvar_3); c_2 = tmpvar_4; vec4 tmpvar_5; tmpvar_5 = texture2D (_Detail, i_1.uv1); vec4 tmpvar_6; tmpvar_6 = ((c_2 * tmpvar_5) * 2.0); c_2 = tmpvar_6; return c_2; } void main () { v2f xlt_i_7; vec4 xl_retval_8; vec2 tmpvar_9; tmpvar_9 = xlv_TEXCOORD0.xy; vec2 tmpvar_10; tmpvar_10 = tmpvar_9; xlt_i_7.uv0 = tmpvar_10; vec2 tmpvar_11; tmpvar_11 = xlv_TEXCOORD1.xy; vec2 tmpvar_12; tmpvar_12 = tmpvar_11; xlt_i_7.uv1 = tmpvar_12; vec4 tmpvar_13; tmpvar_13 = frag (xlt_i_7); vec4 tmpvar_14; tmpvar_14 = tmpvar_13; xl_retval_8 = tmpvar_14; vec4 tmpvar_15; tmpvar_15 = xl_retval_8.xyzw; vec4 tmpvar_16; tmpvar_16 = tmpvar_15; gl_FragData[0] = tmpvar_16; }