uniform sampler2D _MainTex;
uniform sampler2D _RampTex;
void main ()
{
  vec4 tmpvar_1;
  tmpvar_1 = texture2D (_MainTex, gl_TexCoord[0].xy);
  vec4 tmpvar_2;
  tmpvar_2.x = (texture2D (_RampTex, tmpvar_1.xx).x + 1e-05);
  tmpvar_2.y = (texture2D (_RampTex, tmpvar_1.yy).y + 2e-05);
  tmpvar_2.z = (texture2D (_RampTex, tmpvar_1.zz).z + 3e-05);
  tmpvar_2.w = tmpvar_1.w;
  gl_FragData[0] = tmpvar_2;
}


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