uniform vec4 _CenterRadius; void main () { vec2 uv_1; uv_1 = (gl_MultiTexCoord0.xy - _CenterRadius.xy); vec4 tmpvar_2; tmpvar_2.zw = vec2(0.0, 0.0); tmpvar_2.xy = uv_1; gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex); vec4 tmpvar_3; tmpvar_3.zw = vec2(0.0, 0.0); tmpvar_3.xy = (gl_TextureMatrix[0] * tmpvar_2).xy; gl_TexCoord[0] = tmpvar_3; vec4 tmpvar_4; tmpvar_4.zw = vec2(0.0, 0.0); tmpvar_4.xy = uv_1; gl_TexCoord[1] = tmpvar_4; } // stats: 6 alu 0 tex 0 flow // inputs: 2 // #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8 // #1: gl_Vertex (high float) 4x1 [-1] loc 0 // uniforms: 3 (total size: 0) // #0: gl_TextureMatrix (high float) 4x4 [16] // #1: gl_ModelViewProjectionMatrix (high float) 4x4 [-1] // #2: _CenterRadius (high float) 4x1 [-1]