uniform vec4 _Color;
uniform sampler2D _MainTex;
void main ()
{
  vec4 c_1;
  c_1 = (texture2D (_MainTex, gl_TexCoord[0].xy) + texture2D (_MainTex, gl_TexCoord[1].xy));
  c_1 = (c_1 + texture2D (_MainTex, gl_TexCoord[2].xy));
  c_1 = (c_1 + texture2D (_MainTex, gl_TexCoord[3].xy));
  c_1 = (c_1 / 4.0);
  c_1.xyz = (c_1.xyz * _Color.xyz);
  c_1.xyz = (c_1.xyz * (c_1.w + _Color.w));
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}


// stats: 8 alu 4 tex 0 flow
// inputs: 1
//  #0: gl_TexCoord (high float) 4x1 [4] loc 4
// uniforms: 1 (total size: 0)
//  #0: _Color (high float) 4x1 [-1]
// textures: 1
//  #0: _MainTex (high 2d) 0x0 [-1]
