#line 13 struct v2f { vec4 pos; vec2 uv; }; #line 18 uniform sampler2D _MainTex; uniform vec4 _MainTex_TexelSize; #line 29 #line 21 vec2 maxMag( in vec2 a, in vec2 b ) { #line 23 float ma = dot( a, a); float mb = dot( b, b); return mix( a, b, vec2( step( ma, mb))); } #line 29 vec4 xlat_main( in v2f i ) { vec2 mx = texture2D( _MainTex, i.uv).xy; int j = -1; for ( ; (j < 2); (j++)) { #line 33 int l = -1; for ( ; (l < 2); (l++)) { vec2 v = texture2D( _MainTex, (i.uv + (vec2( float(l), float(j)) * _MainTex_TexelSize.xy))).xy; mx = maxMag( mx, v); } } #line 38 return vec4( mx, 0.0, 0.0); } varying vec2 xlv_TEXCOORD0; void main() { vec4 xl_retval; v2f xlt_i; xlt_i.pos = vec4(0.0); xlt_i.uv = vec2(xlv_TEXCOORD0); xl_retval = xlat_main( xlt_i); gl_FragData[0] = vec4(xl_retval); } // uniforms: // _MainTex: type 25 arrsize 0 // _MainTex_TexelSize: type 12 arrsize 0