uniform mat4 _RotationMatrix; uniform sampler2D _MainTex; uniform vec4 _CenterRadius; void main () { vec2 tmpvar_1; tmpvar_1 = gl_TexCoord[0].xy; vec4 tmpvar_2; tmpvar_2.zw = vec2(0.0, 0.0); tmpvar_2.x = tmpvar_1.x; tmpvar_2.y = tmpvar_1.y; vec2 tmpvar_3; tmpvar_3 = (tmpvar_1 / _CenterRadius.zw); gl_FragData[0] = texture2D (_MainTex, (mix ((_RotationMatrix * tmpvar_2).xy, tmpvar_1, vec2(min (1.0, sqrt(dot (tmpvar_3, tmpvar_3))))) + _CenterRadius.xy)); }