uniform sampler2D _MainTex;
uniform float _Treshold;
void main ()
{
  vec3 diff_1;
  vec4 original_2;
  vec4 tmpvar_3;
  tmpvar_3 = texture2D (_MainTex, gl_TexCoord[0].xy);
  original_2 = tmpvar_3;
  diff_1 = (((tmpvar_3.xyz * 2.0) - texture2D (_MainTex, gl_TexCoord[1].xy).xyz) - texture2D (_MainTex, gl_TexCoord[2].xy).xyz);
  float tmpvar_4;
  tmpvar_4 = dot (diff_1, diff_1);
  if ((tmpvar_4 >= _Treshold)) {
    original_2.xyz = vec3(0.0, 0.0, 0.0);
  };
  gl_FragData[0] = original_2;
}


// stats: 6 alu 3 tex 1 flow
// inputs: 1
//  #0: gl_TexCoord (high float) 4x1 [3] loc 4
// uniforms: 1 (total size: 0)
//  #0: _Treshold (high float) 1x1 [-1]
// textures: 1
//  #0: _MainTex (high 2d) 0x0 [-1]
