uniform sampler2D maintex; uniform float factor; varying vec2 uv; void main () { bool cond_1; vec2 coord_2; vec4 c_3; vec4 tmpvar_4; tmpvar_4 = texture2D (maintex, uv); vec4 tmpvar_5; tmpvar_5 = tmpvar_4; c_3 = tmpvar_5; vec2 tmpvar_6; tmpvar_6 = c_3.xy; coord_2 = tmpvar_6; bool tmpvar_7; tmpvar_7 = (c_3.w >= 0.5); cond_1 = tmpvar_7; if (!(cond_1)) { float tmpvar_8; tmpvar_8 = (coord_2.x + factor); coord_2.x = tmpvar_8; }; if (cond_1) { float tmpvar_9; tmpvar_9 = (coord_2.y + factor); coord_2.y = vec2(tmpvar_9).y; }; vec4 tmpvar_10; tmpvar_10.zw = vec2(0.0, 0.0); tmpvar_10.xy = coord_2.xy; vec4 tmpvar_11; tmpvar_11 = tmpvar_10; gl_FragColor = tmpvar_11; }