uniform vec4 _CenterRadius; uniform sampler2D _MainTex; uniform mat4 _RotationMatrix; void main () { vec2 tmpvar_1; tmpvar_1 = gl_TexCoord[0].xy; vec2 tmp_2; vec4 tmpvar_3; tmpvar_3.zw = vec2(0.0, 0.0); tmpvar_3.xy = tmpvar_1; tmp_2 = (tmpvar_1 / _CenterRadius.zw); gl_FragData[0] = texture2D (_MainTex, (mix ((_RotationMatrix * tmpvar_3).xy, tmpvar_1, vec2(min (1.0, sqrt(dot (tmp_2, tmp_2)) ))) + _CenterRadius.xy)); } // stats: 8 alu 1 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [1] loc 4 // uniforms: 2 (total size: 0) // #0: _CenterRadius (high float) 4x1 [-1] // #1: _RotationMatrix (high float) 4x4 [-1] // textures: 1 // #0: _MainTex (high 2d) 0x0 [-1]