uniform vec4 _Color;
uniform sampler2D _MainTex;
void main ()
{
  gl_FragData[0] = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color);
}


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