25 lines
636 B
Plaintext
25 lines
636 B
Plaintext
uniform vec4 _Color;
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uniform sampler2D _MainTex;
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void main ()
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{
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vec4 tmpvar_1;
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vec4 tmpvar_2;
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tmpvar_1 = gl_TexCoord[0];
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tmpvar_2 = gl_TexCoord[1];
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vec4 c_3;
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c_3 = (texture2D (_MainTex, tmpvar_1.xy) + texture2D (_MainTex, tmpvar_1.zw));
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c_3 = (c_3 + texture2D (_MainTex, tmpvar_2.xy));
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c_3 = (c_3 + texture2D (_MainTex, tmpvar_2.zw));
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c_3.xyz = (c_3.xyz * _Color.xyz);
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gl_FragData[0] = (c_3 * _Color.w);
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}
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// stats: 5 alu 4 tex 0 flow
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// inputs: 1
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// #0: gl_TexCoord (high float) 4x1 [2] loc 4
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// uniforms: 1 (total size: 0)
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// #0: _Color (high float) 4x1 [-1]
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// textures: 1
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// #0: _MainTex (high 2d) 0x0 [-1]
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