!!ARBfp1.0
OPTION ARB_precision_hint_fastest;

TEMP texture0;
TEX texture0, fragment.texcoord[0], texture[0], 2D;

MUL result.color, fragment.color.primary, texture0;

END


#version 140
#pragma glov_param(vertex_shader data/shaders/sprite.vp)

// precision highp float; // needed only for version 1.30?

uniform sampler2D tex0;

in vec4 interp_color;
in vec2 interp_uvs;
out vec4 result;

void main(void)
{
	result = texture(tex0, interp_uvs) * interp_color;
}

END
