uniform highp float uni1; uniform mediump vec4 uni4; uniform sampler2D tex1; highp float mut_uni1; mediump vec4 mut_uni4; varying highp vec4 var_uv; void main () { mut_uni4.zw = uni4.zw; lowp vec4 c_1; c_1.yzw = vec3(0.0, 0.0, 0.0); c_1.x = uni4.x; highp vec3 tmpvar_2; highp vec2 uv_3; uv_3 = var_uv.xy; mut_uni4.xy = uv_3; lowp vec3 tmpvar_4; tmpvar_4 = texture2D (tex1, mut_uni4.xy).xyz; tmpvar_2 = tmpvar_4; c_1.xyz = (c_1.xyz + tmpvar_2); c_1.z = (c_1.z + uni1); mut_uni1 = (uni1 + 2.0); c_1.w = mut_uni1; gl_FragData[0] = c_1; } // stats: 4 alu 1 tex 0 flow // inputs: 1 // #0: var_uv (high float) 4x1 [-1] // uniforms: 2 (total size: 0) // #0: uni1 (high float) 1x1 [-1] // #1: uni4 (medium float) 4x1 [-1] // textures: 1 // #0: tex1 (low 2d) 0x0 [-1]