varying vec4 xlv_TEXCOORD1;
varying vec4 xlv_TEXCOORD0;
uniform sampler2D _MainTex;
uniform sampler2D _Detail;
uniform vec4 _Color;
void main ()
{
  gl_FragData[0] = (((_Color * texture2D (_MainTex, xlv_TEXCOORD0.xy)) * texture2D (_Detail, xlv_TEXCOORD1.xy)) * 2.0);
}

