uniform sampler2D _HaloFalloff; void main () { vec4 tmpvar_1; tmpvar_1 = texture2D (_HaloFalloff, gl_TexCoord[0].xy); vec4 tmpvar_2; tmpvar_2.xyz = (gl_Color.xyz * tmpvar_1.w); tmpvar_2.w = tmpvar_1.w; gl_FragData[0] = tmpvar_2; }