#extension GL_ARB_shader_texture_lod : enable uniform sampler2D tex; varying vec4 xlv_TEXCOORD0; void main () { gl_FragData[0] = texture2DLod (tex, xlv_TEXCOORD0.xy, 0.0); } // stats: 0 alu 1 tex 0 flow // inputs: 1 // #0: xlv_TEXCOORD0 (high float) 4x1 [-1] // textures: 1 // #0: tex (high 2d) 0x0 [-1]