uniform vec3 uniVal;
void xll_clip (
  in float x_1
)
{
  if ((x_1 < 0.0)) {
    discard;
  };
}

void main ()
{
  bool useZero_2;
  vec2 val_3;
  bool tmpvar_4;
  tmpvar_4 = (uniVal.x > 1.0);
  useZero_2 = tmpvar_4;
  if (useZero_2) {
    vec4 tmpvar_5;
    tmpvar_5 = vec4(0.0, 0.0, 0.0, 0.0);
    gl_FragData[0] = tmpvar_5;
  } else {
    vec2 tmpvar_6;
    tmpvar_6 = uniVal.xy;
    val_3 = tmpvar_6;
    xll_clip ((0.001 - val_3.x));
    xll_clip ((0.001 - val_3.y));
    vec4 tmpvar_7;
    tmpvar_7 = vec4(1.0, 1.0, 1.0, 1.0);
    gl_FragData[0] = tmpvar_7;
  };
}

