varying vec4 xlv_TEXCOORD1; varying vec4 xlv_TEXCOORD0; uniform sampler2D _MainTex; uniform sampler2D _Detail; uniform vec4 _Color; void main () { gl_FragData[0] = (((_Color * texture2D (_MainTex, xlv_TEXCOORD0.xy)) * texture2D (_Detail, xlv_TEXCOORD1.xy)) * 2.0); }