struct v2f { vec4 pos; vec2 uv0; vec2 uv1; }; varying vec4 xlv_TEXCOORD1; varying vec4 xlv_TEXCOORD0; uniform sampler2D _MainTex; uniform sampler2D _Detail; uniform vec4 _Color; vec4 frag ( in v2f i ) { vec4 c; vec4 tmpvar_1; tmpvar_1 = texture2D (_MainTex, i.uv0); vec4 tmpvar_2; tmpvar_2 = (_Color * tmpvar_1); c = tmpvar_2; vec4 tmpvar_3; tmpvar_3 = texture2D (_Detail, i.uv1); vec4 tmpvar_4; tmpvar_4 = ((c * tmpvar_3) * 2.0); c = tmpvar_4; return c; } void main () { v2f xlt_i; vec4 xl_retval; vec2 tmpvar_1; tmpvar_1 = xlv_TEXCOORD0.xy; vec2 tmpvar_2; tmpvar_2 = tmpvar_1; xlt_i.uv0 = tmpvar_2; vec2 tmpvar_3; tmpvar_3 = xlv_TEXCOORD1.xy; vec2 tmpvar_4; tmpvar_4 = tmpvar_3; xlt_i.uv1 = tmpvar_4; vec4 tmpvar_5; tmpvar_5 = frag (xlt_i); vec4 tmpvar_6; tmpvar_6 = tmpvar_5; xl_retval = tmpvar_6; vec4 tmpvar_7; tmpvar_7 = xl_retval.xyzw; vec4 tmpvar_8; tmpvar_8 = tmpvar_7; gl_FragData[0] = tmpvar_8; }