uniform vec4 _Color;
uniform sampler2D _MainTex;
uniform samplerCube _ToonShade;
void main ()
{
  vec4 col_1;
  col_1 = (_Color * texture2D (_MainTex, gl_TexCoord[0].xy));
  vec4 tmpvar_2;
  tmpvar_2.xyz = ((2.0 * textureCube (_ToonShade, gl_TexCoord[1].xyz).xyz) * col_1.xyz);
  tmpvar_2.w = col_1.w;
  gl_FragData[0] = tmpvar_2;
}


// stats: 3 alu 2 tex 0 flow
// inputs: 1
//  #0: gl_TexCoord (high float) 4x1 [2] loc 4
// uniforms: 1 (total size: 0)
//  #0: _Color (high float) 4x1 [-1]
// textures: 2
//  #0: _MainTex (high 2d) 0x0 [-1]
//  #1: _ToonShade (high cube) 0x0 [-1]
