uniform sampler2D _MainTex; uniform vec4 _MainTex_TexelSize; varying vec2 xlv_TEXCOORD0; void main () { vec2 mx_2; vec2 uvCorner_3; uvCorner_3 = xlv_TEXCOORD0; mx_2 = texture2D (_MainTex, xlv_TEXCOORD0).xy; for (int j_1 = 0; j_1 < 8; j_1++) { vec2 tmpvar_4; tmpvar_4.x = 0.0; tmpvar_4.y = float(j_1); vec4 tmpvar_5; tmpvar_5 = texture2D (_MainTex, (uvCorner_3 + (tmpvar_4 * _MainTex_TexelSize.xy))); mx_2 = mix (mx_2, tmpvar_5.xy, vec2(float(( dot (tmpvar_5.xy, tmpvar_5.xy) >= dot (mx_2, mx_2) )))); vec2 tmpvar_6; tmpvar_6.x = 1.0; tmpvar_6.y = float(j_1); vec4 tmpvar_7; tmpvar_7 = texture2D (_MainTex, (uvCorner_3 + (tmpvar_6 * _MainTex_TexelSize.xy))); mx_2 = mix (mx_2, tmpvar_7.xy, vec2(float(( dot (tmpvar_7.xy, tmpvar_7.xy) >= dot (mx_2, mx_2) )))); vec2 tmpvar_8; tmpvar_8.x = 2.0; tmpvar_8.y = float(j_1); vec4 tmpvar_9; tmpvar_9 = texture2D (_MainTex, (uvCorner_3 + (tmpvar_8 * _MainTex_TexelSize.xy))); mx_2 = mix (mx_2, tmpvar_9.xy, vec2(float(( dot (tmpvar_9.xy, tmpvar_9.xy) >= dot (mx_2, mx_2) )))); vec2 tmpvar_10; tmpvar_10.x = 3.0; tmpvar_10.y = float(j_1); vec4 tmpvar_11; tmpvar_11 = texture2D (_MainTex, (uvCorner_3 + (tmpvar_10 * _MainTex_TexelSize.xy))); mx_2 = mix (mx_2, tmpvar_11.xy, vec2(float(( dot (tmpvar_11.xy, tmpvar_11.xy) >= dot (mx_2, mx_2) )))); vec2 tmpvar_12; tmpvar_12.x = 4.0; tmpvar_12.y = float(j_1); vec4 tmpvar_13; tmpvar_13 = texture2D (_MainTex, (uvCorner_3 + (tmpvar_12 * _MainTex_TexelSize.xy))); mx_2 = mix (mx_2, tmpvar_13.xy, vec2(float(( dot (tmpvar_13.xy, tmpvar_13.xy) >= dot (mx_2, mx_2) )))); vec2 tmpvar_14; tmpvar_14.x = 5.0; tmpvar_14.y = float(j_1); vec4 tmpvar_15; tmpvar_15 = texture2D (_MainTex, (uvCorner_3 + (tmpvar_14 * _MainTex_TexelSize.xy))); mx_2 = mix (mx_2, tmpvar_15.xy, vec2(float(( dot (tmpvar_15.xy, tmpvar_15.xy) >= dot (mx_2, mx_2) )))); vec2 tmpvar_16; tmpvar_16.x = 6.0; tmpvar_16.y = float(j_1); vec4 tmpvar_17; tmpvar_17 = texture2D (_MainTex, (uvCorner_3 + (tmpvar_16 * _MainTex_TexelSize.xy))); mx_2 = mix (mx_2, tmpvar_17.xy, vec2(float(( dot (tmpvar_17.xy, tmpvar_17.xy) >= dot (mx_2, mx_2) )))); vec2 tmpvar_18; tmpvar_18.x = 7.0; tmpvar_18.y = float(j_1); vec4 tmpvar_19; tmpvar_19 = texture2D (_MainTex, (uvCorner_3 + (tmpvar_18 * _MainTex_TexelSize.xy))); mx_2 = mix (mx_2, tmpvar_19.xy, vec2(float(( dot (tmpvar_19.xy, tmpvar_19.xy) >= dot (mx_2, mx_2) )))); }; vec4 tmpvar_20; tmpvar_20.zw = vec2(0.0, 0.0); tmpvar_20.xy = mx_2; gl_FragData[0] = tmpvar_20; } // stats: 76 alu 9 tex 2 flow // inputs: 1 // #0: xlv_TEXCOORD0 (high float) 2x1 [-1] // uniforms: 1 (total size: 0) // #0: _MainTex_TexelSize (high float) 4x1 [-1] // textures: 1 // #0: _MainTex (high 2d) 0x0 [-1]