#version 300 es out lowp vec4 _fragData; uniform sampler2DArray myarr; in highp vec4 uv; void main () { lowp vec4 tmpvar_1; highp vec4 slod_2; lowp vec4 tmpvar_3; tmpvar_3 = texture (myarr, uv.xyz); highp vec4 tmpvar_4; tmpvar_4 = tmpvar_3; lowp vec4 tmpvar_5; tmpvar_5 = texture (myarr, uv.xyw); highp vec4 tmpvar_6; tmpvar_6 = tmpvar_5; lowp vec4 tmpvar_7; tmpvar_7 = texture (myarr, uv.xyz, 1.5); highp vec4 tmpvar_8; tmpvar_8 = tmpvar_7; lowp vec4 tmpvar_9; tmpvar_9 = textureLod (myarr, uv.xyz, 2.5); slod_2 = tmpvar_9; tmpvar_1 = ((tmpvar_4 + tmpvar_6) + (tmpvar_8 + slod_2)); _fragData = tmpvar_1; } // stats: 3 alu 4 tex 0 flow // inputs: 1 // #0: uv (high float) 4x1 [-1] // textures: 1 // #0: myarr (low 2darray) 0x0 [-1]