!!ARBfp1.0
OPTION ARB_precision_hint_fastest;

TEMP texture2;
TEX texture2, fragment.texcoord[0], texture[2], 2D;

MOV result.color, texture2;
MUL result.color.w, fragment.color.primary.w, texture2.w;

END


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

uniform sampler2D tex2;

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

void main(void)
{
	vec4 texture2 = texture(tex2, interp_uvs);
	result = vec4(texture2.rgb, texture2.w * interp_color.w);
}

END
