#extension GL_EXT_shader_texture_lod : enable lowp vec4 impl_low_texture2DLodEXT(lowp sampler2D sampler, highp vec2 coord, mediump float lod) { #if defined(GL_EXT_shader_texture_lod) return texture2DLodEXT(sampler, coord, lod); #else return texture2D(sampler, coord, lod); #endif } uniform sampler2D tex; varying highp vec4 xlv_TEXCOORD0; void main () { mediump vec4 tmpvar_1; lowp vec4 tmpvar_2; tmpvar_2 = impl_low_texture2DLodEXT (tex, xlv_TEXCOORD0.xy, 0.0); tmpvar_1 = tmpvar_2; gl_FragData[0] = tmpvar_1; } // stats: 0 alu 1 tex 0 flow // inputs: 1 // #0: xlv_TEXCOORD0 (high float) 4x1 [-1] // textures: 1 // #0: tex (low 2d) 0x0 [-1]