#version 300 es uniform highp mat4 mvp; in highp vec4 _inVertex; in mediump vec3 _inNormal; in highp vec2 _uv0; in lowp vec4 _color; out mediump vec2 xlv_TEXCOORD0; out lowp vec4 xlv_COLOR; void main () { mediump vec2 tmpvar_1; lowp vec4 tmpvar_2; tmpvar_2.w = _color.w; tmpvar_2.xyz = (_color.xyz + _inNormal); tmpvar_1 = _uv0; gl_Position = (mvp * _inVertex); xlv_TEXCOORD0 = tmpvar_1; xlv_COLOR = tmpvar_2; } // stats: 2 alu 0 tex 0 flow // inputs: 4 // #0: _inVertex (high float) 4x1 [-1] // #1: _inNormal (medium float) 3x1 [-1] // #2: _uv0 (high float) 2x1 [-1] // #3: _color (low float) 4x1 [-1] // uniforms: 1 (total size: 0) // #0: mvp (high float) 4x4 [-1]