#version 300 es out mediump vec4 _fragData; in mediump vec4 uv; void main () { mediump vec4 c_1; c_1 = (uv + gl_FragCoord); highp float tmpvar_2; if (gl_FrontFacing) { tmpvar_2 = 1.0; } else { tmpvar_2 = 0.0; }; c_1.x = (c_1.x + tmpvar_2); c_1.xy = (c_1.xy + gl_PointCoord); _fragData = c_1; } // stats: 5 alu 0 tex 1 flow // inputs: 4 // #0: gl_PointCoord (medium float) 2x1 [-1] loc 23 // #1: gl_FrontFacing (low bool) 1x1 [-1] loc 22 // #2: gl_FragCoord (high float) 4x1 [-1] loc 0 // #3: uv (medium float) 4x1 [-1]