uniform sampler2D _MainTex;
uniform vec4 _CenterRadius;
uniform float _Angle;
void main ()
{
  vec2 tmpvar_1;
  tmpvar_1 = gl_TexCoord[1].xy;
  vec2 uv_2;
  vec2 arg0_3;
  arg0_3 = (tmpvar_1 / _CenterRadius.zw);
  float tmpvar_4;
  tmpvar_4 = max (0.0, (1.0 - sqrt(dot (arg0_3, arg0_3))));
  float tmpvar_5;
  tmpvar_5 = ((tmpvar_4 * tmpvar_4) * _Angle);
  float tmpvar_6;
  tmpvar_6 = sin(tmpvar_5);
  float tmpvar_7;
  tmpvar_7 = cos(tmpvar_5);
  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));
  vec2 tmpvar_8;
  tmpvar_8 = (uv_2 + _CenterRadius.xy);
  uv_2 = tmpvar_8;
  gl_FragData[0] = texture2D (_MainTex, tmpvar_8);
}

