#version 300 es
#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[1];

uniform sampler2D _MainTex;

struct u2v {
	vec4 pos;
	vec2 uv;
};

struct v2f {
	vec4 pos;
	vec2 uv;
};

v2f vert (u2v v) {
	v2f o;
	o.pos = v.pos;
	o.uv = v.uv;
	return o;
}

vec4 frag (in v2f i) {
	vec4 foo;
	bool bar;
	mat4 mat;
	vec4 leet = vec4(0.5);
	vec4 col = texture(_MainTex, i.uv);
	col += bar ? foo : leet;
	col += mat[0];
	return col;
}

in mediump vec2 xlv_TEXCOORD0;
void main() {
    mediump vec4 xl_retval;
    v2f xlt_i;
    xlt_i.pos = vec4(0.0);
    xlt_i.uv = vec2(xlv_TEXCOORD0);
    xl_retval = frag(xlt_i);
    gl_FragData[0] = vec4(xl_retval);
}

