uniform float _Angle; uniform vec4 _CenterRadius; uniform sampler2D _MainTex; void main () { vec2 tmpvar_1; tmpvar_1 = gl_TexCoord[1].xy; vec2 uv_2; vec2 x_3; x_3 = (tmpvar_1 / _CenterRadius.zw); float tmpvar_4; tmpvar_4 = max (0.0, (1.0 - sqrt( dot (x_3, x_3) ))); float tmpvar_5; tmpvar_5 = ((tmpvar_4 * tmpvar_4) * _Angle); float tmpvar_6; tmpvar_6 = sin(tmpvar_5); float tmpvar_7; tmpvar_7 = cos(tmpvar_5); 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)); vec2 tmpvar_8; tmpvar_8 = (uv_2 + _CenterRadius.xy); uv_2 = tmpvar_8; gl_FragData[0] = texture2D (_MainTex, tmpvar_8); } // inputs: 1, stats: 16 alu 1 tex 0 flow