#version 300 es precision mediump float; uniform sampler2D tex; in mediump vec3 uv1; in highp vec3 uv2; out lowp vec4 _fragColor; void main () { mediump vec2 tmpvar_1; tmpvar_1 = dFdx(uv1.xy); mediump vec2 tmpvar_2; tmpvar_2 = dFdy(uv1.xy); highp vec2 tmpvar_3; tmpvar_3 = dFdx(uv2.xy); highp vec2 tmpvar_4; tmpvar_4 = dFdy(uv2.xy); _fragColor = ((textureGrad (tex, uv1.xy, tmpvar_1, tmpvar_2) + textureGrad (tex, uv2.xy, tmpvar_3, tmpvar_4)) + textureGrad (tex, uv2.xy, uv1.xy, uv1.xy)); } // stats: 6 alu 3 tex 0 flow // inputs: 2 // #0: uv1 (medium float) 3x1 [-1] // #1: uv2 (high float) 3x1 [-1] // textures: 1 // #0: tex (low 2d) 0x0 [-1]