uniform float _Angle;
uniform vec4 _CenterRadius;
uniform sampler2D _MainTex;
void main ()
{
  vec2 tmpvar_1;
  tmpvar_1 = gl_TexCoord[1].xy;
  vec2 uv_2;
  float angle_3;
  vec2 x_4;
  x_4 = (tmpvar_1 / _CenterRadius.zw);
  angle_3 = (1.0 - sqrt(dot (x_4, x_4)));
  float tmpvar_5;
  tmpvar_5 = max (0.0, angle_3);
  angle_3 = ((tmpvar_5 * tmpvar_5) * _Angle);
  float tmpvar_6;
  tmpvar_6 = sin(angle_3);
  float tmpvar_7;
  tmpvar_7 = cos(angle_3);
  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));
  uv_2 = (uv_2 + _CenterRadius.xy);
  gl_FragData[0] = texture2D (_MainTex, uv_2);
}


// stats: 16 alu 1 tex 0 flow
// inputs: 1
//  #0: gl_TexCoord (high float) 4x1 [2] loc 4
// uniforms: 2 (total size: 0)
//  #0: _Angle (high float) 1x1 [-1]
//  #1: _CenterRadius (high float) 4x1 [-1]
// textures: 1
//  #0: _MainTex (high 2d) 0x0 [-1]
