#version 300 es #extension GL_EXT_shader_framebuffer_fetch : enable layout(location=0) inout mediump vec4 _glesFragData[4]; in lowp vec4 xlv_TEXCOORD0; void main () { lowp vec4 xlt_ocol_1; mediump vec4 tmpvar_2; tmpvar_2 = _glesFragData[0]; xlt_ocol_1 = tmpvar_2; lowp vec4 ocol_3; ocol_3.w = xlt_ocol_1.w; ocol_3.xy = xlv_TEXCOORD0.xy; ocol_3.z = (xlt_ocol_1.z * 2.0); xlt_ocol_1 = ocol_3; _glesFragData[0] = ocol_3; } // stats: 1 alu 0 tex 0 flow // inputs: 1 // #0: xlv_TEXCOORD0 (low float) 4x1 [-1]