struct v2f_vertex_lit {
    vec2 uv;
    vec4 diff;
    vec4 spec;
};
struct v2f_img {
    vec4 pos;
    vec2 uv;
};
struct appdata_img {
    vec4 vertex;
    vec2 texcoord;
};
uniform sampler2D _MainTex;
uniform sampler2D _RampTex;
vec4 frag( in v2f_img i );
vec4 frag( in v2f_img i ) {
    vec4 orig;
    float rr;
    float gg;
    float bb;
    vec4 color;
    orig = texture2D( _MainTex, i.uv);
    rr = (texture2D( _RampTex, orig.xx ).x  + 1.00000e-005);
    gg = (texture2D( _RampTex, orig.yy ).y  + 2.00000e-005);
    bb = (texture2D( _RampTex, orig.zz ).z  + 3.00000e-005);
    color = vec4( rr, gg, bb, orig.w );
    return color;
}
void main() {
    vec4 xl_retval;
    v2f_img xlt_i;
    xlt_i.pos = vec4(0.0);
    xlt_i.uv = vec2( gl_TexCoord[0]);
    xl_retval = frag( xlt_i);
    gl_FragData[0] = vec4( xl_retval);
}
