#extension GL_ARB_shader_texture_lod : enable
varying highp vec4 xlv_TEXCOORD0;
uniform sampler2D tex;
vec4 xll_tex2Dlod (
  in sampler2D s_1,
  in vec4 coord_2
)
{
  lowp vec4 tmpvar_3;
  tmpvar_3 = texture2DLod (s_1, coord_2.xy, coord_2.w);
  return tmpvar_3;
}

mediump vec4 xlat_main (
  in highp vec4 uv_4
)
{
  highp vec4 tmpvar_5;
  tmpvar_5.zw = vec2(0.0, 0.0);
  tmpvar_5.xy = uv_4.xy.xy;
  vec4 tmpvar_6;
  tmpvar_6 = xll_tex2Dlod (tex, tmpvar_5);
  return tmpvar_6;
}

void main ()
{
  mediump vec4 xl_retval_7;
  highp vec4 tmpvar_8;
  tmpvar_8 = xlv_TEXCOORD0.xyzw;
  mediump vec4 tmpvar_9;
  tmpvar_9 = xlat_main (tmpvar_8);
  mediump vec4 tmpvar_10;
  tmpvar_10 = tmpvar_9;
  xl_retval_7 = tmpvar_10;
  mediump vec4 tmpvar_11;
  tmpvar_11 = xl_retval_7.xyzw;
  mediump vec4 tmpvar_12;
  tmpvar_12 = tmpvar_11;
  gl_FragData[0] = tmpvar_12;
}

