uniform sampler2D _HaloFalloff;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = texture2D (_HaloFalloff, gl_TexCoord[0].xy);
  vec4 tmpvar_2;
  tmpvar_2.xyz = (gl_Color.xyz * tmpvar_1.w);
  tmpvar_2.w = tmpvar_1.w;
  gl_FragData[0] = tmpvar_2;
}


// stats: 1 alu 1 tex 0 flow
// inputs: 2
//  #0: gl_Color (high float) 4x1 [-1] loc 1
//  #1: gl_TexCoord (high float) 4x1 [1] loc 4
// textures: 1
//  #0: _HaloFalloff (high 2d) 0x0 [-1]
