uniform sampler2D _FlareTexture; varying lowp vec4 xlv_COLOR; varying highp vec2 xlv_TEXCOORD0; void main () { lowp vec4 tmpvar_1; tmpvar_1 = (texture2D (_FlareTexture, xlv_TEXCOORD0) * xlv_COLOR); gl_FragData[0] = tmpvar_1; } // inputs: 2, stats: 1 alu 1 tex 0 flow