#line 14 struct PS_IN { highp vec2 texCoord0; }; #line 9 uniform sampler2D Sampler_sDiffuseMap; #line 20 #line 20 highp vec4 xlat_main( in PS_IN inStruct ) { highp vec4 tex = texture2D( Sampler_sDiffuseMap, inStruct.texCoord0); return tex; } varying highp vec2 xlv_TEXCOORD0; void main() { highp vec4 xl_retval; PS_IN xlt_inStruct; xlt_inStruct.texCoord0 = vec2(xlv_TEXCOORD0); xl_retval = xlat_main( xlt_inStruct); gl_FragData[0] = vec4(xl_retval); } // uniforms: // Sampler_sDiffuseMap: type 25 arrsize 0