uniform vec4 _Color;
uniform sampler2D _MainTex;
void main ()
{
  vec4 tmpvar_1;
  vec4 tmpvar_2;
  tmpvar_1 = gl_TexCoord[0];
  tmpvar_2 = gl_TexCoord[1];
  vec4 c_3;
  c_3 = (texture2D (_MainTex, tmpvar_1.xy) + texture2D (_MainTex, tmpvar_1.zw));
  c_3 = (c_3 + texture2D (_MainTex, tmpvar_2.xy));
  c_3 = (c_3 + texture2D (_MainTex, tmpvar_2.zw));
  c_3.xyz = (c_3.xyz * _Color.xyz);
  gl_FragData[0] = (c_3 * _Color.w);
}


// stats: 5 alu 4 tex 0 flow
// inputs: 1
//  #0: gl_TexCoord (high float) 4x1 [2] loc 4
// uniforms: 1 (total size: 0)
//  #0: _Color (high float) 4x1 [-1]
// textures: 1
//  #0: _MainTex (high 2d) 0x0 [-1]
