uniform sampler2D _FlareTexture;
varying lowp vec4 xlv_COLOR;
varying highp vec2 xlv_TEXCOORD0;
void main ()
{
  lowp vec4 tmpvar_1;
  tmpvar_1 = (texture2D (_FlareTexture, xlv_TEXCOORD0) * xlv_COLOR);
  gl_FragData[0] = tmpvar_1;
}


// stats: 1 alu 1 tex 0 flow
// inputs: 2
//  #0: xlv_COLOR (low float) 4x1 [-1]
//  #1: xlv_TEXCOORD0 (high float) 2x1 [-1]
// textures: 1
//  #0: _FlareTexture (low 2d) 0x0 [-1]
