uniform sampler2D _MainTex;
uniform vec4 _Color;
void main ()
{
  vec4 tmpvar_1[4];
  tmpvar_1[0] = gl_TexCoord[0];
  tmpvar_1[1] = gl_TexCoord[1];
  tmpvar_1[2] = gl_TexCoord[2];
  tmpvar_1[3] = gl_TexCoord[3];
  vec4 c;
  vec4 tmpvar_2;
  tmpvar_2 = ((((texture2D (_MainTex, tmpvar_1[0].xy) + texture2D (_MainTex, tmpvar_1[1].xy)) + texture2D (_MainTex, tmpvar_1[2].xy)) + texture2D (_MainTex, tmpvar_1[3].xy)) / 4.0);
  c = tmpvar_2;
  c.xyz = (tmpvar_2.xyz * _Color.xyz);
  c.xyz = (c.xyz * (tmpvar_2.w + _Color.w));
  c.w = 0.0;
  gl_FragData[0] = c;
}

