varying highp vec2 xlv_TEXCOORD0; varying lowp vec4 xlv_COLOR; uniform sampler2D _FlareTexture; lowp vec4 xlat_main ( in lowp vec4 color_1, in highp vec2 texcoord_2 ) { lowp vec4 tmpvar_3; tmpvar_3 = texture2D (_FlareTexture, texcoord_2); return (tmpvar_3 * color_1); } void main () { lowp vec4 xl_retval_4; lowp vec4 tmpvar_5; tmpvar_5 = xlv_COLOR.xyzw; highp vec2 tmpvar_6; tmpvar_6 = xlv_TEXCOORD0.xy; lowp vec4 tmpvar_7; tmpvar_7 = xlat_main (tmpvar_5, tmpvar_6); lowp vec4 tmpvar_8; tmpvar_8 = tmpvar_7; xl_retval_4 = tmpvar_8; lowp vec4 tmpvar_9; tmpvar_9 = xl_retval_4.xyzw; lowp vec4 tmpvar_10; tmpvar_10 = tmpvar_9; gl_FragData[0] = tmpvar_10; }