uniform float _Treshold; uniform sampler2D _MainTex; void main () { vec4 original_1; vec4 tmpvar_2; tmpvar_2 = texture2D (_MainTex, gl_TexCoord[0].xy); original_1 = tmpvar_2; vec3 tmpvar_3; tmpvar_3 = (((tmpvar_2.xyz * 2.0) - texture2D (_MainTex, gl_TexCoord[1].xy).xyz) - texture2D (_MainTex, gl_TexCoord[2].xy).xyz); float tmpvar_4; tmpvar_4 = dot (tmpvar_3, tmpvar_3); if ((tmpvar_4 >= _Treshold)) { original_1.xyz = vec3(0.0, 0.0, 0.0); }; gl_FragData[0] = original_1; }