uniform vec3 uniVal; void xll_clip ( in float x_1 ) { if ((x_1 < 0.0)) { discard; }; } void main () { bool useZero_2; vec2 val_3; bool tmpvar_4; tmpvar_4 = (uniVal.x > 1.0); useZero_2 = tmpvar_4; if (useZero_2) { vec4 tmpvar_5; tmpvar_5 = vec4(0.0, 0.0, 0.0, 0.0); gl_FragData[0] = tmpvar_5; } else { vec2 tmpvar_6; tmpvar_6 = uniVal.xy; val_3 = tmpvar_6; xll_clip ((0.001 - val_3.x)); xll_clip ((0.001 - val_3.y)); vec4 tmpvar_7; tmpvar_7 = vec4(1.0, 1.0, 1.0, 1.0); gl_FragData[0] = tmpvar_7; }; }