uniform sampler2D _MainTex;
void main ()
{
  vec4 col_1;
  vec4 tmpvar_2;
  tmpvar_2 = texture2D (_MainTex, gl_TexCoord[0].xy);
  col_1.xyz = ((tmpvar_2.xyz * gl_Color.xyz) * 2.0);
  col_1.w = (gl_Color.w * tmpvar_2.w);
  gl_FragData[0] = mix (vec4(0.5, 0.5, 0.5, 0.5), col_1, col_1.wwww);
}


// stats: 4 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]