#version 300 es precision mediump float; uniform sampler2D tex; in highp vec4 xlv_TEXCOORD0; out mediump vec4 _fragColor; void main () { mediump vec4 tmpvar_1; lowp vec4 tmpvar_2; tmpvar_2 = textureLod (tex, xlv_TEXCOORD0.xy, 0.0); tmpvar_1 = tmpvar_2; _fragColor = tmpvar_1; } // inputs: 1, stats: 0 alu 1 tex 0 flow