uniform sampler2D _MainTex; uniform float _Treshold; void main () { vec3 diff_1; vec4 original_2; vec4 tmpvar_3; tmpvar_3 = texture2D (_MainTex, gl_TexCoord[0].xy); original_2 = tmpvar_3; diff_1 = (((tmpvar_3.xyz * 2.0) - texture2D (_MainTex, gl_TexCoord[1].xy).xyz) - texture2D (_MainTex, gl_TexCoord[2].xy).xyz); float tmpvar_4; tmpvar_4 = dot (diff_1, diff_1); if ((tmpvar_4 >= _Treshold)) { original_2.xyz = vec3(0.0, 0.0, 0.0); }; gl_FragData[0] = original_2; } // stats: 6 alu 3 tex 1 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [3] loc 4 // uniforms: 1 (total size: 0) // #0: _Treshold (high float) 1x1 [-1] // textures: 1 // #0: _MainTex (high 2d) 0x0 [-1]