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


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