uniform sampler2D _MainTex;
void main ()
{
  vec4 prev_1;
  prev_1 = (gl_Color * texture2D (_MainTex, gl_TexCoord[0].xy));
  gl_FragData[0] = mix (vec4(1.0, 1.0, 1.0, 1.0), prev_1, prev_1.wwww);
}


// stats: 2 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
// textures: 1
//  #0: _MainTex (high 2d) 0x0 [-1]
