uniform sampler2D _MainTex;
uniform sampler2D _RampTex;
varying vec2 varUV;
void main()
{
	vec4 orig = texture2D (_MainTex, varUV);

	// There was a bug where these three texture
	// samples were "vectorized" in a wrong way, like
	// t.xyz = texture2DProj (_RampTex, t.xyz).xyz;

	float rr = texture2D (_RampTex, orig.xx).x;
	float gg = texture2D (_RampTex, orig.yy).y;
	float bb = texture2D (_RampTex, orig.zz).z;
	vec4 color = vec4 (rr, gg, bb, orig.w);
	gl_FragData[0] = color;
}