varying highp vec2 xlv_TEXCOORD0; varying lowp vec4 xlv_COLOR; uniform sampler2D _FlareTexture; lowp vec4 xlat_main ( in lowp vec4 color, in highp vec2 texcoord ) { lowp vec4 tmpvar_1; tmpvar_1 = texture2D (_FlareTexture, texcoord); return (tmpvar_1 * color); } void main () { lowp vec4 xl_retval; lowp vec4 tmpvar_1; tmpvar_1 = xlv_COLOR.xyzw; highp vec2 tmpvar_2; tmpvar_2 = xlv_TEXCOORD0.xy; lowp vec4 tmpvar_3; tmpvar_3 = xlat_main (tmpvar_1, tmpvar_2); lowp vec4 tmpvar_4; tmpvar_4 = tmpvar_3; xl_retval = tmpvar_4; lowp vec4 tmpvar_5; tmpvar_5 = xl_retval.xyzw; lowp vec4 tmpvar_6; tmpvar_6 = tmpvar_5; gl_FragData[0] = tmpvar_6; }