varying vec4 xlv_TEXCOORD0; void main () { vec4 c_1; c_1 = vec4(0.0, 0.0, 0.0, 0.0); float tmpvar_2; if ((xlv_TEXCOORD0.x > 0.5)) { tmpvar_2 = 0.9; } else { tmpvar_2 = 0.1; }; c_1 = vec4(tmpvar_2); vec4 tmpvar_3; if ((xlv_TEXCOORD0.x > 0.5)) { tmpvar_3 = vec4(0.9, 0.9, 0.9, 0.9); } else { tmpvar_3 = vec4(0.1, 0.1, 0.1, 0.1); }; c_1 = (vec4(tmpvar_2) + tmpvar_3); vec3 tmpvar_4; if ((xlv_TEXCOORD0.x > 0.5)) { tmpvar_4 = vec3(0.9, 0.9, 0.9); } else { tmpvar_4 = vec3(0.1, 0.1, 0.1); }; c_1.xyz = (c_1.xyz + tmpvar_4); vec2 tmpvar_5; if ((xlv_TEXCOORD0.x > 0.5)) { tmpvar_5 = vec2(0.9, 0.9); } else { tmpvar_5 = vec2(0.1, 0.1); }; c_1.xy = (c_1.xy + tmpvar_5); float tmpvar_6; tmpvar_6 = fract(xlv_TEXCOORD0.x); float tmpvar_7; if (bool(tmpvar_6)) { tmpvar_7 = 0.9; } else { tmpvar_7 = 0.1; }; c_1.x = (c_1.x + tmpvar_7); gl_FragData[0] = c_1; } // stats: 21 alu 0 tex 5 flow // inputs: 1 // #0: xlv_TEXCOORD0 (high float) 4x1 [-1]