uniform sampler2D _GUIClipTexture;
uniform sampler2D _MainTex;
void main ()
{
  vec4 col_1;
  col_1.xyz = (texture2D (_MainTex, gl_TexCoord[0].xy).xyz * gl_Color.xyz);
  col_1.w = (gl_Color.w * texture2D (_GUIClipTexture, gl_TexCoord[1].xy).w);
  gl_FragData[0] = col_1;
}


// stats: 2 alu 2 tex 0 flow
// inputs: 2
//  #0: gl_Color (high float) 4x1 [-1] loc 1
//  #1: gl_TexCoord (high float) 4x1 [2] loc 4
// textures: 2
//  #0: _GUIClipTexture (high 2d) 0x0 [-1]
//  #1: _MainTex (high 2d) 0x0 [-1]
