varying highp vec4 xlv_TEXCOORD0; void main () { mediump vec4 c; c = vec4(0.0, 0.0, 0.0, 0.0); float tmpvar_1; if ((xlv_TEXCOORD0.x > 0.5)) { tmpvar_1 = 0.9; } else { tmpvar_1 = 0.1; }; c = vec4(tmpvar_1); vec4 tmpvar_2; if ((xlv_TEXCOORD0.x > 0.5)) { tmpvar_2 = vec4(0.9, 0.9, 0.9, 0.9); } else { tmpvar_2 = vec4(0.1, 0.1, 0.1, 0.1); }; mediump vec4 tmpvar_3; tmpvar_3 = (vec4(tmpvar_1) + tmpvar_2); c = tmpvar_3; vec3 tmpvar_4; if ((xlv_TEXCOORD0.x > 0.5)) { tmpvar_4 = vec3(0.9, 0.9, 0.9); } else { tmpvar_4 = vec3(0.1, 0.1, 0.1); }; c.xyz = (tmpvar_3.xyz + tmpvar_4); vec2 tmpvar_5; if ((xlv_TEXCOORD0.x > 0.5)) { tmpvar_5 = vec2(0.9, 0.9); } else { tmpvar_5 = vec2(0.1, 0.1); }; c.xy = (c.xy + tmpvar_5); highp float tmpvar_6; tmpvar_6 = fract (xlv_TEXCOORD0.x); float tmpvar_7; if (bool(tmpvar_6)) { tmpvar_7 = 0.9; } else { tmpvar_7 = 0.1; }; c.x = (c.x + tmpvar_7); gl_FragData[0] = c; }