uniform float _Angle; uniform vec4 _CenterRadius; uniform sampler2D _MainTex; void main () { vec2 tmpvar_1; tmpvar_1 = gl_TexCoord[1].xy; vec2 uv_2; float angle_3; vec2 x_4; x_4 = (tmpvar_1 / _CenterRadius.zw); angle_3 = (1.0 - sqrt(dot (x_4, x_4))); float tmpvar_5; tmpvar_5 = max (0.0, angle_3); angle_3 = ((tmpvar_5 * tmpvar_5) * _Angle); float tmpvar_6; tmpvar_6 = sin(angle_3); float tmpvar_7; tmpvar_7 = cos(angle_3); uv_2.x = ((tmpvar_7 * tmpvar_1.x) - (tmpvar_6 * tmpvar_1.y)); uv_2.y = ((tmpvar_6 * tmpvar_1.x) + (tmpvar_7 * tmpvar_1.y)); uv_2 = (uv_2 + _CenterRadius.xy); gl_FragData[0] = texture2D (_MainTex, uv_2); } // stats: 16 alu 1 tex 0 flow // inputs: 1 // #0: gl_TexCoord (high float) 4x1 [2] loc 4 // uniforms: 2 (total size: 0) // #0: _Angle (high float) 1x1 [-1] // #1: _CenterRadius (high float) 4x1 [-1] // textures: 1 // #0: _MainTex (high 2d) 0x0 [-1]