uniform samplerCube _Tex;
uniform vec4 _Tint;
void main ()
{
  vec4 col_1;
  vec4 tmpvar_2;
  tmpvar_2 = textureCube (_Tex, gl_TexCoord[0].xyz);
  col_1.xyz = ((tmpvar_2.xyz + _Tint.xyz) - 0.5);
  col_1.w = (tmpvar_2.w * _Tint.w);
  gl_FragData[0] = col_1;
}


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