uniform sampler2D _MainTex; uniform sampler2D _RampTex; varying vec2 varUV; void main () { vec4 tmpvar_1; tmpvar_1 = texture2D (_MainTex, varUV); vec4 tmpvar_2; tmpvar_2.x = texture2D (_RampTex, tmpvar_1.xx).x; tmpvar_2.y = texture2D (_RampTex, tmpvar_1.yy).y; tmpvar_2.z = texture2D (_RampTex, tmpvar_1.zz).z; tmpvar_2.w = tmpvar_1.w; gl_FragData[0] = tmpvar_2; } // stats: 0 alu 4 tex 0 flow // inputs: 1 // #0: varUV (high float) 2x1 [-1] // textures: 2 // #0: _MainTex (high 2d) 0x0 [-1] // #1: _RampTex (high 2d) 0x0 [-1]