#extension GL_EXT_shader_texture_lod : enable uniform sampler2D tex; varying highp vec4 xlv_TEXCOORD0; mediump vec4 xll_tex2Dlod ( in sampler2D s_1, in mediump vec4 coord_2 ) { lowp vec4 tmpvar_3; tmpvar_3 = texture2DLodEXT (s_1, coord_2.xy, coord_2.w); return tmpvar_3; } mediump vec4 xlat_main ( in highp vec4 uv_4 ) { highp vec4 tmpvar_5; tmpvar_5.zw = vec2(0.0, 0.0); tmpvar_5.xy = uv_4.xy.xy; mediump vec4 tmpvar_6; tmpvar_6 = xll_tex2Dlod (tex, tmpvar_5); return tmpvar_6; } void main () { mediump vec4 xl_retval_7; highp vec4 tmpvar_8; tmpvar_8 = xlv_TEXCOORD0.xyzw; mediump vec4 tmpvar_9; tmpvar_9 = xlat_main (tmpvar_8); mediump vec4 tmpvar_10; tmpvar_10 = tmpvar_9; xl_retval_7 = tmpvar_10; mediump vec4 tmpvar_11; tmpvar_11 = xl_retval_7.xyzw; mediump vec4 tmpvar_12; tmpvar_12 = tmpvar_11; gl_FragData[0] = tmpvar_12; }