#version 300 es out mediump vec4 _fragData; uniform highp float _Speed; uniform highp vec4 _Time; in highp vec2 uv; void main () { mediump mat2 halfMatrix_1; highp mat2 rotationMatrix_2; highp float tmpvar_3; highp float tmpvar_4; tmpvar_4 = (_Speed * _Time.x); tmpvar_3 = sin(tmpvar_4); highp float tmpvar_5; tmpvar_5 = cos(tmpvar_4); highp mat2 tmpvar_6; tmpvar_6[uint(0)].x = tmpvar_5; tmpvar_6[uint(0)].y = tmpvar_3; tmpvar_6[1u].x = -(tmpvar_3); tmpvar_6[1u].y = tmpvar_5; rotationMatrix_2 = (tmpvar_6 * 2.0); rotationMatrix_2 = (rotationMatrix_2 - 1.0); rotationMatrix_2 = (tmpvar_3 - rotationMatrix_2); rotationMatrix_2 = (tmpvar_5 + rotationMatrix_2); rotationMatrix_2 = (rotationMatrix_2 / tmpvar_3); highp mat2 tmpvar_7; tmpvar_7[uint(0)].x = tmpvar_5; tmpvar_7[uint(0)].y = tmpvar_3; tmpvar_7[1u].x = -(tmpvar_3); tmpvar_7[1u].y = tmpvar_5; halfMatrix_1 = tmpvar_7; halfMatrix_1 = (halfMatrix_1 * 2.0); halfMatrix_1 = (halfMatrix_1 - 1.0); halfMatrix_1 = (tmpvar_3 - halfMatrix_1); halfMatrix_1 = (tmpvar_5 + halfMatrix_1); halfMatrix_1 = (halfMatrix_1 / tmpvar_3); highp vec4 tmpvar_8; tmpvar_8.xy = (rotationMatrix_2 * uv); tmpvar_8.zw = (halfMatrix_1 * uv); _fragData = tmpvar_8; } // stats: 17 alu 0 tex 0 flow // inputs: 1 // #0: uv (high float) 2x1 [-1] // uniforms: 2 (total size: 0) // #0: _Speed (high float) 1x1 [-1] // #1: _Time (high float) 4x1 [-1]