struct v2f { highp vec4 vertex; lowp vec4 color; mediump vec2 texcoord; }; varying mediump vec2 xlv_TEXCOORD0; varying lowp vec4 xlv_COLOR; uniform sampler2D _MainTex; lowp vec4 xlat_main ( in v2f i ) { lowp vec4 tmpvar_1; tmpvar_1 = texture2D (_MainTex, i.texcoord); return (i.color * tmpvar_1); } void main () { v2f xlt_i; lowp vec4 xl_retval; vec4 tmpvar_1; tmpvar_1 = vec4(0.0, 0.0, 0.0, 0.0); xlt_i.vertex = tmpvar_1; lowp vec4 tmpvar_2; tmpvar_2 = xlv_COLOR.xyzw; lowp vec4 tmpvar_3; tmpvar_3 = tmpvar_2; xlt_i.color = tmpvar_3; mediump vec2 tmpvar_4; tmpvar_4 = xlv_TEXCOORD0.xy; mediump vec2 tmpvar_5; tmpvar_5 = tmpvar_4; xlt_i.texcoord = tmpvar_5; lowp vec4 tmpvar_6; tmpvar_6 = xlat_main (xlt_i); lowp vec4 tmpvar_7; tmpvar_7 = tmpvar_6; xl_retval = tmpvar_7; lowp vec4 tmpvar_8; tmpvar_8 = xl_retval.xyzw; lowp vec4 tmpvar_9; tmpvar_9 = tmpvar_8; gl_FragData[0] = tmpvar_9; }