vec4 xlat_main( in vec4 uv ); vec4 xlat_main( in vec4 uv ) { vec4 c; c = vec4( 0.000000); c += ( (uv.x > 0.500000) ) ? ( 0.900000 ) : ( 0.100000 ); c += ( (uv.x > 0.500000) ) ? ( vec4( 0.900000, 0.900000, 0.900000, 0.900000) ) : ( vec4( 0.100000, 0.100000, 0.100000, 0.100000) ); c.xyz += ( (uv.x > 0.500000) ) ? ( vec3( 0.900000, 0.900000, 0.900000) ) : ( vec3( 0.100000, 0.100000, 0.100000) ); c.xy += ( (uv.x > 0.500000) ) ? ( vec2( 0.900000, 0.900000) ) : ( vec2( 0.100000, 0.100000) ); c.x += ( bool( fract( uv.x ) ) ) ? ( 0.900000 ) : ( 0.100000 ); return c; } varying vec4 xlv_TEXCOORD0; void main() { vec4 xl_retval; xl_retval = xlat_main( vec4(xlv_TEXCOORD0)); gl_FragData[0] = vec4( xl_retval); }