Shader "QO/Sprite Sub" {
Properties {
 _MainTex ("Base (RGBA)", 2D) = "white" {}
 _Color ("Color", Color) = (1,1,1,1)
 _UVWH ("UVWH", Vector) = (0,0,1,1)
}
SubShader { 
 LOD 200
 Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
 Pass {
  Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
  Blend SrcAlpha One
 BlendOp RevSub
Program "vp" {
SubProgram "gles " {
"!!GLES


#ifdef VERTEX

varying lowp vec2 xlv_TEXCOORD0;
uniform highp vec4 _UVWH;
uniform highp mat4 glstate_matrix_mvp;
attribute vec4 _glesMultiTexCoord0;
attribute vec4 _glesVertex;
void main ()
{
  lowp vec2 wh_1;
  lowp vec2 uv_2;
  lowp vec2 tmpvar_3;
  highp vec2 tmpvar_4;
  tmpvar_4 = _UVWH.xy;
  uv_2 = tmpvar_4;
  highp vec2 tmpvar_5;
  tmpvar_5 = _UVWH.zw;
  wh_1 = tmpvar_5;
  highp vec2 tmpvar_6;
  tmpvar_6 = ((_glesMultiTexCoord0.xy * wh_1) + uv_2);
  tmpvar_3 = tmpvar_6;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = tmpvar_3;
}



#endif
#ifdef FRAGMENT

varying lowp vec2 xlv_TEXCOORD0;
uniform highp vec4 _Color;
uniform sampler2D _MainTex;
void main ()
{
  mediump vec4 tmpvar_1;
  mediump vec4 texcol_2;
  lowp vec4 tmpvar_3;
  tmpvar_3 = texture2D (_MainTex, xlv_TEXCOORD0);
  texcol_2 = tmpvar_3;
  tmpvar_1 = (texcol_2 * _Color);
  gl_FragData[0] = tmpvar_1;
}



#endif"
}
}
Program "fp" {
SubProgram "gles " {
"!!GLES"
}
}
 }
}
Fallback "Diffuse"
}