struct v2f_vertex_lit {
    vec2 uv;
    vec4 diff;
    vec4 spec;
};
struct v2f_img {
    vec4 pos;
    vec2 uv;
};
struct appdata_img {
    vec4 vertex;
    vec2 texcoord;
};
struct v2f {
    vec4 vertex;
    vec4 uv;
};
uniform sampler2D _GrabTexture;
vec4 frag( in v2f i );
vec4 frag( in v2f i ) {
    return (1.00000 - texture2DProj( _GrabTexture, i.uv));
}
void main() {
    vec4 xl_retval;
    v2f xlt_i;
    xlt_i.vertex = vec4(0.0);
    xlt_i.uv = vec4( gl_TexCoord[0]);
    xl_retval = frag( xlt_i);
    gl_FragData[0] = vec4( xl_retval);
}
