#version 300 es in mediump vec3 uv; out lowp vec4 outColor; uniform sampler2D tex; uniform sampler3D vol; void main () { lowp vec4 c_1; lowp vec4 tmpvar_2; tmpvar_2 = textureOffset (tex, uv.xy, ivec2(-2, -3)); lowp vec4 tmpvar_3; tmpvar_3 = tmpvar_2; c_1 = tmpvar_3; lowp vec4 tmpvar_4; tmpvar_4 = textureOffset (tex, uv.xy, ivec2(4, 5), 0.5); lowp vec4 tmpvar_5; tmpvar_5 = (c_1 + tmpvar_4); c_1 = tmpvar_5; lowp vec4 tmpvar_6; tmpvar_6 = textureOffset (vol, uv.xyz, ivec3(-2, -3, -4)); lowp vec4 tmpvar_7; tmpvar_7 = (c_1 + tmpvar_6); c_1 = tmpvar_7; lowp vec4 tmpvar_8; tmpvar_8 = textureOffset (vol, uv.xyz, ivec3(4, 5, 6), -0.5); lowp vec4 tmpvar_9; tmpvar_9 = (c_1 + tmpvar_8); c_1 = tmpvar_9; lowp vec4 tmpvar_10; tmpvar_10 = texelFetch (tex, ivec2(1, 2), 1); lowp vec4 tmpvar_11; tmpvar_11 = (c_1 + tmpvar_10); c_1 = tmpvar_11; lowp vec4 tmpvar_12; tmpvar_12 = texelFetch (vol, ivec3(1, 2, 3), 2); lowp vec4 tmpvar_13; tmpvar_13 = (c_1 + tmpvar_12); c_1 = tmpvar_13; lowp vec4 tmpvar_14; tmpvar_14 = texelFetchOffset (tex, ivec2(1, 2), 3, ivec2(-2, -3)); lowp vec4 tmpvar_15; tmpvar_15 = (c_1 + tmpvar_14); c_1 = tmpvar_15; lowp vec4 tmpvar_16; tmpvar_16 = texelFetchOffset (vol, ivec3(1, 2, 3), 0, ivec3(-2, -3, -4)); lowp vec4 tmpvar_17; tmpvar_17 = (c_1 + tmpvar_16); c_1 = tmpvar_17; lowp vec4 tmpvar_18; tmpvar_18 = c_1; outColor = tmpvar_18; }