uniform sampler2D _MainTex;
uniform float _RampOffset;
uniform sampler2D _RampTex;
void main ()
{
  vec4 xlat_var_output_1;
  vec4 tmpvar_2;
  tmpvar_2 = texture2D (_MainTex, gl_TexCoord[0].xy);
  vec2 tmpvar_3;
  tmpvar_3.y = 0.5;
  tmpvar_3.x = (dot (tmpvar_2.xyz, vec3(0.22, 0.707, 0.071)) + _RampOffset);
  xlat_var_output_1.xyz = texture2D (_RampTex, tmpvar_3).xyz;
  xlat_var_output_1.w = tmpvar_2.w;
  gl_FragData[0] = xlat_var_output_1;
}


// stats: 3 alu 2 tex 0 flow
// inputs: 1
//  #0: gl_TexCoord (high float) 4x1 [1] loc 4
// uniforms: 1 (total size: 0)
//  #0: _RampOffset (high float) 1x1 [-1]
// textures: 2
//  #0: _MainTex (high 2d) 0x0 [-1]
//  #1: _RampTex (high 2d) 0x0 [-1]
