Diamond Shader for ancient Graphic card

The following as been taken from the Diamond shader in the Unity Asset Store:

Shader "FX/Diamond"
{

	Properties {
		_Color ("Color", Color) = (1,1,1,1)
		_ReflectTex ("Reflection Texture", Cube) = "dummy.jpg" {
			TexGen CubeReflect
		}
		_RefractTex ("Refraction Texture", Cube) = "dummy.jpg" {
			TexGen CubeReflect
		}
	}
	// Older cards. Here we remove the bright specular highlight
	SubShader {
		Pass {
			Color (0,0,0,0)
			Cull Front
			SetTexture [_RefractTex] {
				constantColor [_Color]
				combine texture * constant, primary
			}
		}
		Pass {
			Fog { Color (0,0,0,0)}
			ZWrite on
			Blend One One
			SetTexture [_RefractTex] {
				constantColor [_Color]
				combine texture * constant
			}
		}
	}

	// Ancient cards without cubemapping support
	// We could use a 2D refletction texture, but the chances of getting one of these cards are slim, so we won't bother.
	SubShader {
		Pass {
			Color [_Color]
		}
	}
}

The last Subshader has not been completed
Any idea what could the Pass would have looked like if it has been completed for Ancient cards?

Assume it was intended to be:

Thank You very much indeed
TexGen CubeReflect does not work on OpenGlES1 but TexGen SphereMap work perfectly.
Thanks again.