uniform sampler2D tex_def; uniform sampler2D tex_lowp; uniform highp sampler2D tex_highp; varying lowp vec2 var_lowp; varying mediump vec2 var_mediump; void main () { lowp vec4 a1_1; lowp vec4 c4_2; lowp vec4 c3_3; lowp vec4 c2_4; lowp vec4 c1_5; lowp vec4 tmpvar_6; tmpvar_6 = texture2D (tex_def, var_lowp); lowp vec4 tmpvar_7; tmpvar_7 = (tmpvar_6 * 2.0); c1_5 = tmpvar_7; lowp vec4 tmpvar_8; tmpvar_8 = texture2D (tex_def, var_mediump); lowp vec4 tmpvar_9; tmpvar_9 = (tmpvar_8 * 2.0); c2_4 = tmpvar_9; highp vec4 tmpvar_10; tmpvar_10 = texture2D (tex_highp, var_mediump); highp vec4 tmpvar_11; tmpvar_11 = (tmpvar_10 * 2.0); c3_3 = tmpvar_11; lowp vec4 tmpvar_12; tmpvar_12 = texture2D (tex_lowp, var_mediump); lowp vec4 tmpvar_13; tmpvar_13 = (tmpvar_12 * 2.0); c4_2 = tmpvar_13; lowp vec4 tmpvar_14; tmpvar_14 = abs (var_lowp.xxxx); lowp vec4 tmpvar_15; tmpvar_15 = tmpvar_14; a1_1 = tmpvar_15; lowp vec4 tmpvar_16; tmpvar_16 = ((( (c1_5 + c2_4) + c3_3) + c4_2) + a1_1); gl_FragColor = tmpvar_16; }