uniform sampler2D tex_def; uniform sampler2D tex_lowp; uniform highp sampler2D tex_highp; varying lowp vec2 var_lowp; varying mediump vec2 var_mediump; void main () { lowp vec4 c4_1; lowp vec4 c3_2; lowp vec4 c2_3; lowp vec4 c1_4; c1_4 = (texture2D (tex_def, var_lowp) * 2.0); c2_3 = (texture2D (tex_def, var_mediump) * 2.0); highp vec4 tmpvar_5; tmpvar_5 = texture2D (tex_highp, var_mediump); c3_2 = (tmpvar_5 * 2.0); c4_1 = (texture2D (tex_lowp, var_mediump) * 2.0); lowp vec4 tmpvar_6; tmpvar_6 = abs(var_lowp.xxxx); gl_FragColor = ((c1_4 + c2_3) + ((c3_2 + c4_1) + tmpvar_6)); } // stats: 9 alu 4 tex 0 flow // inputs: 2 // #0: var_lowp (low float) 2x1 [-1] // #1: var_mediump (medium float) 2x1 [-1] // textures: 3 // #0: tex_def (low 2d) 0x0 [-1] // #1: tex_lowp (low 2d) 0x0 [-1] // #2: tex_highp (high 2d) 0x0 [-1]