uniform sampler2D _MainTex; varying highp vec2 xlv_uv; void main () { lowp vec4 tmpvar_1; highp vec2 tmpvar_2; tmpvar_2 = xlv_uv; mediump vec3 light_3; lowp vec4 col_4; lowp vec4 tmpvar_5; tmpvar_5 = texture2D (_MainTex, xlv_uv); col_4 = tmpvar_5; light_3 = vec3(0.0, 0.0, 0.0); if ((tmpvar_5.x >= 0.0)) { for (highp float j_6 = 0.0; j_6 < tmpvar_2.x; j_6 += 1.0) { light_3 = (light_3 + col_4.xyz); }; }; if ((tmpvar_5.x >= 1.0)) { highp float j_7; j_7 = (xlv_uv.y * sin(xlv_uv.y)); light_3 = (light_3 + (tmpvar_5.xyz * j_7)); }; mediump vec4 tmpvar_8; tmpvar_8.w = 1.0; tmpvar_8.xyz = light_3; tmpvar_1 = tmpvar_8; gl_FragData[0] = tmpvar_1; } // stats: 12 alu 1 tex 4 flow // inputs: 1 // #0: xlv_uv (high float) 2x1 [-1] // textures: 1 // #0: _MainTex (low 2d) 0x0 [-1]