uniform float _Treshold;
uniform sampler2D _MainTex;
void main ()
{
  vec2 tmpvar_1[3];
  tmpvar_1[0] = gl_TexCoord[0].xy;
  tmpvar_1[1] = gl_TexCoord[1].xy;
  tmpvar_1[2] = gl_TexCoord[2].xy;
  vec4 original;
  vec4 tmpvar_2;
  tmpvar_2 = texture2D (_MainTex, tmpvar_1[0]);
  original = tmpvar_2;
  vec3 tmpvar_3;
  tmpvar_3 = (((tmpvar_2.xyz * 2.0) - texture2D (_MainTex, tmpvar_1[1]).xyz) - texture2D (_MainTex, tmpvar_1[2]).xyz);
  float tmpvar_4;
  tmpvar_4 = dot (tmpvar_3, tmpvar_3);
  if ((tmpvar_4 >= _Treshold)) {
    original.xyz = vec3(0.0, 0.0, 0.0);
  };
  gl_FragData[0] = original;
}

