uniform vec4 _CenterRadius;
uniform sampler2D _MainTex;
uniform mat4 _RotationMatrix;
void main ()
{
  vec2 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0].xy;
  vec2 tmp_2;
  vec4 tmpvar_3;
  tmpvar_3.zw = vec2(0.0, 0.0);
  tmpvar_3.xy = tmpvar_1;
  tmp_2 = (tmpvar_1 / _CenterRadius.zw);
  gl_FragData[0] = texture2D (_MainTex, (mix ((_RotationMatrix * tmpvar_3).xy, tmpvar_1, vec2(min (1.0, 
    sqrt(dot (tmp_2, tmp_2))
  ))) + _CenterRadius.xy));
}


// stats: 8 alu 1 tex 0 flow
// inputs: 1
//  #0: gl_TexCoord (high float) 4x1 [1] loc 4
// uniforms: 2 (total size: 0)
//  #0: _CenterRadius (high float) 4x1 [-1]
//  #1: _RotationMatrix (high float) 4x4 [-1]
// textures: 1
//  #0: _MainTex (high 2d) 0x0 [-1]
