vec2 xll_vecTSel_vb2_vf2_vf2 (bvec2 a, vec2 b, vec2 c) { return vec2 (a.x ? b.x : c.x, a.y ? b.y : c.y); } vec3 xll_vecTSel_vb3_vf3_vf3 (bvec3 a, vec3 b, vec3 c) { return vec3 (a.x ? b.x : c.x, a.y ? b.y : c.y, a.z ? b.z : c.z); } vec4 xll_vecTSel_vb4_vf4_vf4 (bvec4 a, vec4 b, vec4 c) { return vec4 (a.x ? b.x : c.x, a.y ? b.y : c.y, a.z ? b.z : c.z, a.w ? b.w : c.w); } #line 1 mediump vec4 xlat_main( in highp vec4 uv ) { #line 2 highp vec4 a = vec4( 0.0); a += xll_vecTSel_vb4_vf4_vf4 (greaterThan( uv, vec4( 0.5 )), vec4( 1.0, 2.0, 3.0, 4.0), vec4( 5.0, 6.0, 7.0, 8.0)); a += xll_vecTSel_vb4_vf4_vf4 (greaterThan( uv, vec4( 0.5)), vec4( 1.0, 2.0, 3.0, 4.0), vec4( 5.0, 6.0, 7.0, 8.0)); a += xll_vecTSel_vb4_vf4_vf4 (greaterThan( uv, vec4( 0.5 )), vec4( 1.0), vec4( 2.0)); #line 6 a += xll_vecTSel_vb4_vf4_vf4 (greaterThan( uv, vec4( 0.5 )), vec4( 1), vec4( 2)); a += xll_vecTSel_vb4_vf4_vf4 (bvec4(fract(uv)), vec4( 1.0), vec4( 2.0)); return a; } in highp vec4 xlv_TEXCOORD0; void main() { mediump vec4 xl_retval; xl_retval = xlat_main( vec4(xlv_TEXCOORD0)); gl_FragData[0] = vec4(xl_retval); }