struct v2f_vertex_lit {
    vec2 uv;
    vec4 diff;
    vec4 spec;
};
struct v2f_img {
    vec4 pos;
    vec2 uv;
};
struct appdata_img {
    vec4 vertex;
    vec2 texcoord;
};
struct v2f {
    vec4 pos;
    vec4 uv[4];
};
uniform vec4 _Color;
uniform sampler2D _MainTex;
vec4 frag( in v2f i );
vec4 frag( in v2f i ) {
    vec4 c;
    c = texture2D( _MainTex, i.uv[ 0 ].xy );
    c += texture2D( _MainTex, i.uv[ 1 ].xy );
    c += texture2D( _MainTex, i.uv[ 2 ].xy );
    c += texture2D( _MainTex, i.uv[ 3 ].xy );
    c /= 4.00000;
    c.xyz  *= _Color.xyz ;
    c.xyz  *= (c.w  + _Color.w );
    c.w  = 0.000000;
    return c;
}
void main() {
    vec4 xl_retval;
    v2f xlt_i;
    xlt_i.pos = vec4(0.0);
    xlt_i.uv[0] = vec4( gl_TexCoord[0]);
    xlt_i.uv[1] = vec4( gl_TexCoord[1]);
    xlt_i.uv[2] = vec4( gl_TexCoord[2]);
    xlt_i.uv[3] = vec4( gl_TexCoord[3]);
    xl_retval = frag( xlt_i);
    gl_FragData[0] = vec4( xl_retval);
}
