struct v2f_vertex_lit {
    vec2 uv;
    vec4 diff;
    vec4 spec;
};
struct v2f_img {
    vec4 pos;
    vec2 uv;
};
struct appdata_img {
    vec4 vertex;
    vec2 texcoord;
};
struct v2f {
    vec4 pos;
    float fog;
    vec4 color;
    vec2 texcoord;
    vec3 normal;
};
struct appdata_t {
    vec4 vertex;
    vec4 color;
    vec3 normal;
    vec2 texcoord;
};
uniform sampler2D _MainTex;
vec4 frag( in v2f i );
vec4 frag( in v2f i ) {
    return (i.color * texture2D( _MainTex, i.texcoord));
}
varying vec4 xlv_FOG;
void main() {
    vec4 xl_retval;
    v2f xlt_i;
    xlt_i.pos = vec4(0.0);
    xlt_i.fog = float( xlv_FOG);
    xlt_i.color = vec4( gl_Color);
    xlt_i.texcoord = vec2( gl_TexCoord[0]);
    xlt_i.normal = vec3( gl_TexCoord[1]);
    xl_retval = frag( xlt_i);
    gl_FragData[0] = vec4( xl_retval);
}
