varying vec4 xlv_TEXCOORD0; void main () { vec4 c_1; c_1 = vec4(0.0, 0.0, 0.0, 0.0); float tmpvar_2; tmpvar_2 = (xlv_TEXCOORD0.x / 2.0); float tmpvar_3; tmpvar_3 = (fract(abs(tmpvar_2)) * 2.0); float tmpvar_4; if ((tmpvar_2 >= 0.0)) { tmpvar_4 = tmpvar_3; } else { tmpvar_4 = -(tmpvar_3); }; c_1.x = tmpvar_4; vec2 tmpvar_5; tmpvar_5 = (xlv_TEXCOORD0.xy / vec2(2.0, 2.0)); vec2 tmpvar_6; tmpvar_6 = (fract(abs(tmpvar_5)) * vec2(2.0, 2.0)); float tmpvar_7; if ((tmpvar_5.x >= 0.0)) { tmpvar_7 = tmpvar_6.x; } else { tmpvar_7 = -(tmpvar_6.x); }; float tmpvar_8; if ((tmpvar_5.y >= 0.0)) { tmpvar_8 = tmpvar_6.y; } else { tmpvar_8 = -(tmpvar_6.y); }; vec2 tmpvar_9; tmpvar_9.x = tmpvar_7; tmpvar_9.y = tmpvar_8; c_1.xy = (c_1.xy + tmpvar_9); vec3 tmpvar_10; tmpvar_10 = (xlv_TEXCOORD0.xyz / vec3(2.0, 2.0, 2.0)); vec3 tmpvar_11; tmpvar_11 = (fract(abs(tmpvar_10)) * vec3(2.0, 2.0, 2.0)); float tmpvar_12; if ((tmpvar_10.x >= 0.0)) { tmpvar_12 = tmpvar_11.x; } else { tmpvar_12 = -(tmpvar_11.x); }; float tmpvar_13; if ((tmpvar_10.y >= 0.0)) { tmpvar_13 = tmpvar_11.y; } else { tmpvar_13 = -(tmpvar_11.y); }; float tmpvar_14; if ((tmpvar_10.z >= 0.0)) { tmpvar_14 = tmpvar_11.z; } else { tmpvar_14 = -(tmpvar_11.z); }; vec3 tmpvar_15; tmpvar_15.x = tmpvar_12; tmpvar_15.y = tmpvar_13; tmpvar_15.z = tmpvar_14; c_1.xyz = (c_1.xyz + tmpvar_15); vec4 tmpvar_16; tmpvar_16 = (xlv_TEXCOORD0 / vec4(2.0, 2.0, 2.0, 2.0)); vec4 tmpvar_17; tmpvar_17 = (fract(abs(tmpvar_16)) * vec4(2.0, 2.0, 2.0, 2.0)); float tmpvar_18; if ((tmpvar_16.x >= 0.0)) { tmpvar_18 = tmpvar_17.x; } else { tmpvar_18 = -(tmpvar_17.x); }; float tmpvar_19; if ((tmpvar_16.y >= 0.0)) { tmpvar_19 = tmpvar_17.y; } else { tmpvar_19 = -(tmpvar_17.y); }; float tmpvar_20; if ((tmpvar_16.z >= 0.0)) { tmpvar_20 = tmpvar_17.z; } else { tmpvar_20 = -(tmpvar_17.z); }; float tmpvar_21; if ((tmpvar_16.w >= 0.0)) { tmpvar_21 = tmpvar_17.w; } else { tmpvar_21 = -(tmpvar_17.w); }; vec4 tmpvar_22; tmpvar_22.x = tmpvar_18; tmpvar_22.y = tmpvar_19; tmpvar_22.z = tmpvar_20; tmpvar_22.w = tmpvar_21; c_1 = (c_1 + tmpvar_22); c_1.x = (c_1.x + (xlv_TEXCOORD0.x - float( int(xlv_TEXCOORD0.x) ))); c_1.xy = (c_1.xy + (xlv_TEXCOORD0.xy - vec2( ivec2(xlv_TEXCOORD0.xy) ))); c_1.xyz = (c_1.xyz + (xlv_TEXCOORD0.xyz - vec3( ivec3(xlv_TEXCOORD0.xyz) ))); c_1 = (c_1 + (xlv_TEXCOORD0 - vec4( ivec4(xlv_TEXCOORD0) ))); gl_FragData[0] = c_1; } // stats: 56 alu 0 tex 10 flow // inputs: 1 // #0: xlv_TEXCOORD0 (high float) 4x1 [-1]