uniform sampler2D _MainTex; uniform float _RampOffset; uniform sampler2D _RampTex; void main () { vec4 xlat_var_output_1; vec4 tmpvar_2; tmpvar_2 = texture2D (_MainTex, gl_TexCoord[0].xy); vec2 tmpvar_3; tmpvar_3.y = 0.5; tmpvar_3.x = (dot (tmpvar_2.xyz, vec3(0.22, 0.707, 0.071)) + _RampOffset); xlat_var_output_1.xyz = texture2D (_RampTex, tmpvar_3).xyz; xlat_var_output_1.w = tmpvar_2.w; gl_FragData[0] = xlat_var_output_1; } // stats: 3 alu 2 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [1] loc 4 // uniforms: 1 (total size: 0) // #0: _RampOffset (high float) 1x1 [-1] // textures: 2 // #0: _MainTex (high 2d) 0x0 [-1] // #1: _RampTex (high 2d) 0x0 [-1]