#version 300 es out mediump vec4 _fragData; uniform sampler2D _MainTex; uniform mediump float _NumPasses; uniform mediump vec4 _ContrastShift; uniform mediump vec4 _SaturationShift; uniform lowp vec4 _HueShift; uniform lowp vec4 _LuminosityShift; in mediump vec2 xlv_TEXCOORD0; void main () { lowp vec4 t_1; lowp vec4 tmpvar_2; tmpvar_2 = texture (_MainTex, xlv_TEXCOORD0); t_1 = tmpvar_2; if ((_NumPasses > 0.0)) { mediump float passes_3; passes_3 = _NumPasses; highp float i_4; lowp vec3 res_5; res_5 = tmpvar_2.xyz; i_4 = 0.0; while (true) { if ((i_4 >= 4.0)) { break; }; if ((i_4 == passes_3)) { break; }; if ((i_4 == 0.0)) { lowp vec3 tmpvar_6; mediump float val_7; val_7 = ((_ContrastShift.x * 3.0) + 12.0); mediump float tmpvar_8; tmpvar_8 = pow ((cos(val_7) + 1.0), val_7); tmpvar_6 = ((res_5 - 0.5) * tmpvar_8); res_5 = tmpvar_6; } else { if ((i_4 == 1.0)) { lowp vec3 tmpvar_9; mediump float val_10; val_10 = ((_SaturationShift.y * 3.0) + 12.0); mediump float tmpvar_11; tmpvar_11 = pow ((cos(val_10) + 1.0), val_10); tmpvar_9 = ((res_5 - 0.5) * tmpvar_11); res_5 = tmpvar_9; } else { if ((i_4 == 2.0)) { lowp vec3 tmpvar_12; mediump float val_13; val_13 = ((_HueShift.z * 3.0) + 12.0); mediump float tmpvar_14; tmpvar_14 = pow ((cos(val_13) + 1.0), val_13); tmpvar_12 = ((res_5 - 0.5) * tmpvar_14); res_5 = tmpvar_12; } else { lowp vec3 tmpvar_15; mediump float val_16; val_16 = ((_LuminosityShift.x * 3.0) + 12.0); mediump float tmpvar_17; tmpvar_17 = pow ((cos(val_16) + 1.0), val_16); tmpvar_15 = ((res_5 - 0.5) * tmpvar_17); res_5 = tmpvar_15; }; }; }; i_4 += 1.0; }; t_1.xyz = res_5; }; lowp vec4 tmpvar_18; tmpvar_18.w = 1.0; tmpvar_18.xyz = t_1.xyz; _fragData = tmpvar_18; } // stats: 37 alu 1 tex 7 flow // inputs: 1 // #0: xlv_TEXCOORD0 (medium float) 2x1 [-1] // uniforms: 5 (total size: 0) // #0: _NumPasses (medium float) 1x1 [-1] // #1: _ContrastShift (medium float) 4x1 [-1] // #2: _SaturationShift (medium float) 4x1 [-1] // #3: _HueShift (low float) 4x1 [-1] // #4: _LuminosityShift (low float) 4x1 [-1] // textures: 1 // #0: _MainTex (low 2d) 0x0 [-1]