#extension GL_EXT_shader_texture_lod : require vec4 xll_tex2Dlod(sampler2D s, vec4 coord) { return texture2DLodEXT( s, coord.xy, coord.w); } uniform sampler2D tex; mediump vec4 xlat_main( in highp vec4 uv ); mediump vec4 xlat_main( in highp vec4 uv ) { return xll_tex2Dlod( tex, vec4( uv.xy , 0.0, 0.0)); } varying highp vec4 xlv_TEXCOORD0; void main() { mediump vec4 xl_retval; xl_retval = xlat_main( vec4(xlv_TEXCOORD0)); gl_FragData[0] = vec4( xl_retval); }