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 vertex;
    vec4 color;
    vec2 texcoord;
    vec2 texgencoord;
};
struct appdata_t {
    vec4 vertex;
    vec4 color;
    vec2 texcoord;
};
uniform sampler2D _GUIClipTexture;
uniform sampler2D _MainTex;
vec4 frag( in v2f i );
vec4 frag( in v2f i ) {
    vec4 col;
    col = (texture2D( _MainTex, i.texcoord) * i.color);
    col.w  *= texture2D( _GUIClipTexture, i.texgencoord).w ;
    return col;
}
void main() {
    vec4 xl_retval;
    v2f xlt_i;
    xlt_i.vertex = vec4(0.0);
    xlt_i.color = vec4( gl_Color);
    xlt_i.texcoord = vec2( gl_TexCoord[0]);
    xlt_i.texgencoord = vec2( gl_TexCoord[1]);
    xl_retval = frag( xlt_i);
    gl_FragData[0] = vec4( xl_retval);
}
