#version 300 es #extension GL_EXT_shader_framebuffer_fetch : require #define gl_FragColor _glesFragData[0] #define gl_FragData _glesFragData layout(location = 0) inout mediump vec4 _glesFragData[4]; struct v2f { highp vec4 vertex; lowp vec4 color; }; void frag (in v2f i, inout lowp vec4 ocol) { ocol.xy = i.color.xy; ocol.z *= 2.0; } in lowp vec4 xlv_TEXCOORD0; void main() { v2f xlt_i; xlt_i.vertex = vec4(0.0); xlt_i.color = vec4(xlv_TEXCOORD0); lowp vec4 xlt_ocol = vec4(gl_FragData[0]); frag (xlt_i, xlt_ocol); gl_FragData[0] = vec4(xlt_ocol); }