#version 300 es out lowp vec4 _fragData; uniform mediump mat4 _LightMatrix; uniform highp vec3 _WorldPos; void main () { mediump vec4 r_1; mediump vec3 lightCoord_2; highp vec4 tmpvar_3; tmpvar_3.w = 1.0; tmpvar_3.xyz = _WorldPos; highp vec3 tmpvar_4; tmpvar_4 = (_LightMatrix * tmpvar_3).xyz; lightCoord_2 = tmpvar_4; r_1.xyz = lightCoord_2; r_1.w = 1.0; _fragData = r_1; } // stats: 3 alu 0 tex 0 flow // uniforms: 2 (total size: 0) // #0: _LightMatrix (medium float) 4x4 [-1] // #1: _WorldPos (high float) 3x1 [-1]