uniform sampler2D _MainTex; uniform sampler2D _RampTex; varying vec2 varUV; void main() { vec4 orig = texture2D (_MainTex, varUV); // There was a bug where these three texture // samples were "vectorized" in a wrong way, like // t.xyz = texture2DProj (_RampTex, t.xyz).xyz; float rr = texture2D (_RampTex, orig.xx).x; float gg = texture2D (_RampTex, orig.yy).y; float bb = texture2D (_RampTex, orig.zz).z; vec4 color = vec4 (rr, gg, bb, orig.w); gl_FragData[0] = color; }