#version 300 es #extension GL_EXT_shader_framebuffer_fetch : enable layout(location=0) inout mediump vec4 _glesFragData[4]; in highp vec2 inUV; void main () { highp vec4 tmpvar_1; tmpvar_1 = inUV.xxxx; _glesFragData[0] = tmpvar_1; } // stats: 0 alu 0 tex 0 flow // inputs: 1 // #0: inUV (high float) 2x1 [-1]