#version 300 es layout(location=0) out mediump vec4 _glesFragData[1]; uniform sampler2D _MainTex; in mediump vec2 xlv_TEXCOORD0; void main () { mediump vec4 xl_retval_1; lowp vec4 col_2; highp vec4 mat_0_3; bool bar_4; highp vec4 foo_5; lowp vec4 tmpvar_6; tmpvar_6 = texture (_MainTex, xlv_TEXCOORD0); col_2 = tmpvar_6; highp vec4 tmpvar_7; if (bar_4) { tmpvar_7 = foo_5; } else { tmpvar_7 = vec4(0.5, 0.5, 0.5, 0.5); }; col_2 = (tmpvar_6 + tmpvar_7); col_2 = (col_2 + mat_0_3); xl_retval_1 = col_2; _glesFragData[0] = xl_retval_1; } // stats: 3 alu 1 tex 1 flow // inputs: 1 // #0: xlv_TEXCOORD0 (medium float) 2x1 [-1] // textures: 1 // #0: _MainTex (low 2d) 0x0 [-1]