uniform sampler2D maintex; uniform float factor; varying vec2 uv; void main () { vec2 coord_1; vec4 tmpvar_2; tmpvar_2 = texture2D (maintex, uv); coord_1 = tmpvar_2.xy; bool tmpvar_3; tmpvar_3 = (tmpvar_2.w >= 0.5); if (!(tmpvar_3)) { coord_1.x = (tmpvar_2.x + factor); }; if (tmpvar_3) { coord_1.y = (tmpvar_2.y + factor); }; vec4 tmpvar_4; tmpvar_4.zw = vec2(0.0, 0.0); tmpvar_4.xy = coord_1; gl_FragColor = tmpvar_4; } // stats: 5 alu 1 tex 2 flow // inputs: 1 // #0: uv (high float) 2x1 [-1] // uniforms: 1 (total size: 0) // #0: factor (high float) 1x1 [-1] // textures: 1 // #0: maintex (high 2d) 0x0 [-1]