struct v2f {
    vec4 pos;
    vec2 uv0;
    vec2 uv1;
};

uniform vec4 _Color;
uniform sampler2D _Detail;
uniform sampler2D _MainTex;
vec4 frag( in v2f i );
vec4 frag( in v2f i ) {
    vec4 c;
    c = (_Color * texture2D( _MainTex, i.uv0));
    c = ((c * texture2D( _Detail, i.uv1)) * 2.00000);
    return c;
}
varying vec4 xlv_TEXCOORD0;
varying vec4 xlv_TEXCOORD1;
void main() {
    vec4 xl_retval;
    v2f xlt_i;
    xlt_i.uv0 = vec2( xlv_TEXCOORD0);
    xlt_i.uv1 = vec2( xlv_TEXCOORD1);
    xl_retval = frag( xlt_i);
    gl_FragData[0] = vec4( xl_retval);
}
