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


// 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]