#version 300 es #define gl_FragData _glesFragData layout(location = 0) out mediump vec4 _glesFragData[1]; uniform sampler2D _MainTex; struct u2v { vec4 pos; vec2 uv; }; struct v2f { vec4 pos; vec2 uv; }; v2f vert (u2v v) { v2f o; o.pos = v.pos; o.uv = v.uv; return o; } vec4 frag (in v2f i) { vec4 foo; bool bar; mat4 mat; vec4 leet = vec4(0.5); vec4 col = texture(_MainTex, i.uv); col += bar ? foo : leet; col += mat[0]; return col; } in mediump vec2 xlv_TEXCOORD0; void main() { mediump vec4 xl_retval; v2f xlt_i; xlt_i.pos = vec4(0.0); xlt_i.uv = vec2(xlv_TEXCOORD0); xl_retval = frag(xlt_i); gl_FragData[0] = vec4(xl_retval); }