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++) { for (int l_4 = 0; l_4 < 8; l_4++) { vec2 tmpvar_5; tmpvar_5.x = float(l_4); tmpvar_5.y = float(j_1); vec4 tmpvar_6; tmpvar_6 = texture2D (_MainTex, (uvCorner_3 + (tmpvar_5 * _MainTex_TexelSize.xy))); mx_2 = mix (mx_2, tmpvar_6.xy, vec2(float(( dot (tmpvar_6.xy, tmpvar_6.xy) >= dot (mx_2, mx_2) )))); }; }; vec4 tmpvar_7; tmpvar_7.zw = vec2(0.0, 0.0); tmpvar_7.xy = mx_2; gl_FragData[0] = tmpvar_7; } // inputs: 1, stats: 16 alu 2 tex 4 flow