uniform sampler2D _MainTex;
uniform sampler2D _RampTex;
varying vec2 varUV;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = texture2D (_MainTex, varUV);
  vec4 tmpvar_2;
  tmpvar_2.x = texture2D (_RampTex, tmpvar_1.xx).x;
  tmpvar_2.y = texture2D (_RampTex, tmpvar_1.yy).y;
  tmpvar_2.z = texture2D (_RampTex, tmpvar_1.zz).z;
  tmpvar_2.w = tmpvar_1.w;
  gl_FragData[0] = tmpvar_2;
}


// stats: 0 alu 4 tex 0 flow
// inputs: 1
//  #0: varUV (high float) 2x1 [-1]
// textures: 2
//  #0: _MainTex (high 2d) 0x0 [-1]
//  #1: _RampTex (high 2d) 0x0 [-1]
