uniform mediump float med_a; uniform mediump float med_b; uniform lowp float low_c; void main () { lowp float t_1; mediump float tmpvar_2; tmpvar_2 = (med_a + (low_c / med_b)); t_1 = tmpvar_2; lowp vec4 tmpvar_3; tmpvar_3 = clamp (vec4(t_1), 0.0, 1.0); gl_FragColor = tmpvar_3; } // inputs: 0, stats: 3 alu 0 tex 0 flow