#version 300 es uniform highp float uni1; uniform mediump vec4 uni4; uniform sampler2D tex1; uniform mediump float _AtmosphereThickness; highp float mut_uni1; mediump vec4 mut_uni4; highp float kKrESun; highp float kKr4PI; in highp vec4 var_uv; out mediump vec4 out_data; void main () { mut_uni4.zw = uni4.zw; mediump float tmpvar_5_1; mediump float tmpvar_3_2; lowp vec4 c_3; c_3.yzw = vec3(0.0, 0.0, 0.0); c_3.x = uni4.x; highp vec3 tmpvar_4; highp vec2 uv_5; uv_5 = var_uv.xy; mut_uni4.xy = uv_5; lowp vec3 tmpvar_6; tmpvar_6 = texture (tex1, mut_uni4.xy).xyz; tmpvar_4 = tmpvar_6; c_3.xyz = (c_3.xyz + tmpvar_4); c_3.z = (c_3.z + uni1); mut_uni1 = (uni1 + 2.0); c_3.w = mut_uni1; mediump float tmpvar_7; tmpvar_7 = pow (_AtmosphereThickness, 2.5); tmpvar_3_2 = (0.05 * tmpvar_7); kKrESun = tmpvar_3_2; tmpvar_5_1 = (tmpvar_7 * 0.031416); kKr4PI = tmpvar_5_1; if ((var_uv.x > 0.5)) { highp float tmpvar_8; tmpvar_8 = pow (kKrESun, kKr4PI); c_3.x = (c_3.x + tmpvar_8); }; out_data = c_3; } // stats: 10 alu 1 tex 1 flow // inputs: 1 // #0: var_uv (high float) 4x1 [-1] // uniforms: 3 (total size: 0) // #0: uni1 (high float) 1x1 [-1] // #1: uni4 (medium float) 4x1 [-1] // #2: _AtmosphereThickness (medium float) 1x1 [-1] // textures: 1 // #0: tex1 (low 2d) 0x0 [-1]