#version 300 es layout(location=0) out mediump vec4 _glesFragData[4]; uniform highp vec4 _Color; in lowp vec4 xlv_COLOR0; void main () { lowp vec4 c_1; highp vec4 tmpvar_2; tmpvar_2 = (xlv_COLOR0 * _Color); c_1 = tmpvar_2; _glesFragData[0] = c_1; } // stats: 1 alu 0 tex 0 flow // inputs: 1 // #0: xlv_COLOR0 (low float) 4x1 [-1] // uniforms: 1 (total size: 0) // #0: _Color (high float) 4x1 [-1]