uniform mat4 _RotationMatrix;
uniform sampler2D _MainTex;
uniform vec4 _CenterRadius;
void main ()
{
  vec2 tmpvar_1;
  tmpvar_1 = gl_TexCoord[0].xy;
  vec4 tmpvar_2;
  tmpvar_2.zw = vec2(0.0, 0.0);
  tmpvar_2.x = tmpvar_1.x;
  tmpvar_2.y = tmpvar_1.y;
  vec2 tmpvar_3;
  tmpvar_3 = (tmpvar_1 / _CenterRadius.zw);
  gl_FragData[0] = texture2D (_MainTex, (mix ((_RotationMatrix * tmpvar_2).xy, tmpvar_1, vec2(min (1.0, sqrt(dot (tmpvar_3, tmpvar_3))))) + _CenterRadius.xy));
}

