#version 300 es precision mediump float; uniform sampler2D tex; in highp vec4 uvHi; in mediump vec4 uvMed; out mediump vec4 _fragColor; void main () { mediump vec4 tmpvar_1; lowp vec4 tmpvar_2; tmpvar_2 = textureLod (tex, uvHi.xy, 0.0); tmpvar_1 = tmpvar_2; lowp vec4 tmpvar_3; tmpvar_3 = textureLod (tex, uvMed.xy, uvMed.z); _fragColor = (tmpvar_1 + tmpvar_3); } // stats: 1 alu 2 tex 0 flow // inputs: 2 // #0: uvHi (high float) 4x1 [-1] // #1: uvMed (medium float) 4x1 [-1] // textures: 1 // #0: tex (low 2d) 0x0 [-1]