uniform vec4 uniColors[4]; varying vec4 varColor; void main () { vec4 col_1; gl_Position = gl_Vertex; col_1 = max (vec4(0.0, 0.0, 0.0, 0.0), uniColors[0]); col_1 = (col_1 + max (vec4(0.0, 0.0, 0.0, 0.0), uniColors[1])); col_1 = (col_1 + max (vec4(0.0, 0.0, 0.0, 0.0), uniColors[2])); col_1 = (col_1 + max (vec4(0.0, 0.0, 0.0, 0.0), uniColors[3])); varColor = col_1; } // stats: 7 alu 0 tex 0 flow // inputs: 1 // #0: gl_Vertex (high float) 4x1 [-1] loc 0 // uniforms: 1 (total size: 0) // #0: uniColors (high float) 4x1 [4]