varying highp vec4 xlv_TEXCOORD0; void main () { mediump vec4 c_1; c_1 = vec4(0.0, 0.0, 0.0, 0.0); float tmpvar_2; if ((xlv_TEXCOORD0.x > 0.5)) { tmpvar_2 = 0.9; } else { tmpvar_2 = 0.1; }; c_1 = vec4(tmpvar_2); vec4 tmpvar_3; if ((xlv_TEXCOORD0.x > 0.5)) { tmpvar_3 = vec4(0.9, 0.9, 0.9, 0.9); } else { tmpvar_3 = vec4(0.1, 0.1, 0.1, 0.1); }; mediump vec4 tmpvar_4; tmpvar_4 = (vec4(tmpvar_2) + tmpvar_3); c_1 = tmpvar_4; vec3 tmpvar_5; if ((xlv_TEXCOORD0.x > 0.5)) { tmpvar_5 = vec3(0.9, 0.9, 0.9); } else { tmpvar_5 = vec3(0.1, 0.1, 0.1); }; c_1.xyz = (tmpvar_4.xyz + tmpvar_5); vec2 tmpvar_6; if ((xlv_TEXCOORD0.x > 0.5)) { tmpvar_6 = vec2(0.9, 0.9); } else { tmpvar_6 = vec2(0.1, 0.1); }; c_1.xy = (c_1.xy + tmpvar_6); highp float tmpvar_7; tmpvar_7 = fract(xlv_TEXCOORD0.x); float tmpvar_8; if (bool(tmpvar_7)) { tmpvar_8 = 0.9; } else { tmpvar_8 = 0.1; }; c_1.x = (c_1.x + tmpvar_8); gl_FragData[0] = c_1; } // inputs: 1, stats: 21 alu 0 tex 5 flow