#line 1 uniform highp float uni1; uniform highp float uni2; uniform highp float uniInit1; #line 5 uniform highp float uniInit2; #line 6 lowp vec4 xlat_main( in highp vec4 uv, highp vec4 unicolor, highp vec4 reg, highp vec4 lights[2] ) { return ((((((uv + unicolor) + vec4( (uni1 + uni2))) + reg) + lights[1]) + vec4( uniInit1)) + vec4( uniInit2)); } uniform highp vec4 xlu_unicolor; uniform highp vec4 xlu_reg; uniform highp vec4 xlu_lights[2]; varying highp vec4 xlv_TEXCOORD0; void main() { lowp vec4 xl_retval; xl_retval = xlat_main( vec4(xlv_TEXCOORD0), xlu_unicolor, xlu_reg, xlu_lights); gl_FragData[0] = vec4(xl_retval); } // uniforms: // lights: type 12 arrsize 2 // reg: type 12 arrsize 0 // uni1: type 9 arrsize 0 // uni2: type 9 arrsize 0 // uniInit1: type 9 arrsize 0 // uniInit2: type 9 arrsize 0 // unicolor: type 12 arrsize 0