#line 1 mediump vec4 xlat_main( in highp vec4 uv ) { #line 2 mediump vec4 c = vec4( 0.0); c += (( (uv.x > 0.5) ) ? ( 0.9 ) : ( 0.1 )); c += (( (uv.x > 0.5) ) ? ( vec4( 0.9) ) : ( vec4( 0.1) )); c.xyz += (( (uv.x > 0.5) ) ? ( vec3( 0.9) ) : ( vec3( 0.1) )); #line 6 c.xy += (( (uv.x > 0.5) ) ? ( vec2( 0.9) ) : ( vec2( 0.1) )); c.x += (( bool(fract(uv.x)) ) ? ( 0.9 ) : ( 0.1 )); return c; } varying highp vec4 xlv_TEXCOORD0; void main() { mediump vec4 xl_retval; xl_retval = xlat_main( vec4(xlv_TEXCOORD0)); gl_FragData[0] = vec4(xl_retval); }