struct v2f {
    highp vec4 vertex;
    lowp vec4 color;
    mediump vec2 texcoord;
};
uniform sampler2D _MainTex;
lowp vec4 xlat_main( in v2f i ) {
    return (i.color * texture2D( _MainTex, i.texcoord));
}
varying lowp vec4 xlv_COLOR;
varying mediump vec2 xlv_TEXCOORD0;
void main() {
    lowp vec4 xl_retval;
    v2f xlt_i;
    xlt_i.vertex = vec4(0.0);
    xlt_i.color = vec4( xlv_COLOR);
    xlt_i.texcoord = vec2( xlv_TEXCOORD0);
    xl_retval = xlat_main( xlt_i);
    gl_FragData[0] = vec4( xl_retval);
}
