#version 300 es layout(location=0) out mediump vec4 _glesFragData[1]; in mediump vec2 xlv_TEXCOORD0; void main () { mediump vec4 tmpvar_1; mediump vec2 tmpvar_2; tmpvar_2 = xlv_TEXCOORD0; highp vec3 p_4; highp vec3 f_5; mediump vec3 h_6; h_6 = vec3(0.0, 0.0, 0.0); f_5 = vec3(0.0, 0.0, 0.0); mediump vec3 tmpvar_7; tmpvar_7.z = 1.0; tmpvar_7.xy = xlv_TEXCOORD0; p_4 = tmpvar_7; for (highp int j_3 = 0; j_3 < int((tmpvar_2.x * 3.0)); j_3++) { h_6 = (h_6 + vec3[3](vec3(1.0, 2.0, 3.0), vec3(4.0, 5.0, 6.0), vec3(7.0, 8.0, 9.0))[j_3]); f_5 = (f_5 + vec3[3](vec3(11.0, 12.0, 13.0), vec3(14.0, 15.0, 16.0), vec3(17.0, 18.0, 19.0))[j_3]); f_5 = (f_5 + (p_4 * vec3(1.0, 2.0, 3.0))); f_5 = (f_5 + (vec3(4.0, 5.0, 6.0) * p_4)); }; highp vec4 tmpvar_8; tmpvar_8.xy = h_6.xy; tmpvar_8.zw = f_5.xy; tmpvar_1 = tmpvar_8; _glesFragData[0] = tmpvar_1; } // stats: 14 alu 0 tex 2 flow // inputs: 1 // #0: xlv_TEXCOORD0 (medium float) 2x1 [-1]