uniform sampler2D _MainTex;
uniform vec4 _Color;
void main ()
{
  vec4 c_1;
  vec4 tmpvar_2;
  tmpvar_2 = ((((texture2D (_MainTex, gl_TexCoord[0].xy) + texture2D (_MainTex, gl_TexCoord[1].xy)) + texture2D (_MainTex, gl_TexCoord[2].xy)) + texture2D (_MainTex, gl_TexCoord[3].xy)) / 4.0);
  c_1.w = tmpvar_2.w;
  c_1.xyz = (tmpvar_2.xyz * _Color.xyz);
  c_1.xyz = (c_1.xyz * (tmpvar_2.w + _Color.w));
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}

