#extension GL_ARB_shader_texture_lod : require vec4 xll_tex2Dlod(sampler2D s, vec4 coord) { return texture2DLod( s, coord.xy, coord.w); } #line 1 uniform sampler2D tex; #line 3 vec4 xlat_main( in vec4 uv ) { return xll_tex2Dlod( tex, vec4( uv.xy, 0.0, 0.0)); } varying vec4 xlv_TEXCOORD0; void main() { vec4 xl_retval; xl_retval = xlat_main( vec4(xlv_TEXCOORD0)); gl_FragData[0] = vec4(xl_retval); } // uniforms: // tex: type 25 arrsize 0