uniform sampler2D _MainTex;
uniform vec4 _TintColor;
void main ()
{
  vec4 col_1;
  vec4 tmpvar_2;
  tmpvar_2 = texture2D (_MainTex, gl_TexCoord[0].xy);
  col_1.xyz = ((_TintColor.xyz * tmpvar_2.xyz) * (gl_Color.xyz * 2.0));
  col_1.w = ((1.0 - tmpvar_2.w) * ((_TintColor.w * gl_Color.w) * 2.0));
  gl_FragData[0] = col_1;
}


// stats: 7 alu 1 tex 0 flow
// inputs: 2
//  #0: gl_Color (high float) 4x1 [-1] loc 1
//  #1: gl_TexCoord (high float) 4x1 [1] loc 4
// uniforms: 1 (total size: 0)
//  #0: _TintColor (high float) 4x1 [-1]
// textures: 1
//  #0: _MainTex (high 2d) 0x0 [-1]
