uniform sampler2D maintex; uniform float factor; varying vec2 uv; void main () { vec4 r_1; vec4 tmpvar_2; tmpvar_2 = texture2D (maintex, uv); r_1.xy = max (vec2(0.123, 0.123), tmpvar_2.xy); r_1.zw = min (tmpvar_2.zw, vec2(factor)); gl_FragColor = r_1; } // stats: 2 alu 1 tex 0 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]