varying highp vec2 xlv_TEXCOORD0;
varying lowp vec4 xlv_COLOR;
uniform sampler2D _FlareTexture;
lowp vec4 xlat_main (
  in lowp vec4 color,
  in highp vec2 texcoord
)
{
  lowp vec4 tmpvar_1;
  tmpvar_1 = texture2D (_FlareTexture, texcoord);
  return (tmpvar_1 * color);
}

void main ()
{
  lowp vec4 xl_retval;
  lowp vec4 tmpvar_1;
  tmpvar_1 = xlv_COLOR.xyzw;
  highp vec2 tmpvar_2;
  tmpvar_2 = xlv_TEXCOORD0.xy;
  lowp vec4 tmpvar_3;
  tmpvar_3 = xlat_main (tmpvar_1, tmpvar_2);
  lowp vec4 tmpvar_4;
  tmpvar_4 = tmpvar_3;
  xl_retval = tmpvar_4;
  lowp vec4 tmpvar_5;
  tmpvar_5 = xl_retval.xyzw;
  lowp vec4 tmpvar_6;
  tmpvar_6 = tmpvar_5;
  gl_FragData[0] = tmpvar_6;
}

