uniform sampler2D tex_def;
uniform sampler2D tex_lowp;
uniform highp sampler2D tex_highp;
varying lowp vec2 var_lowp;
varying mediump vec2 var_mediump;
void main ()
{
  lowp vec4 c4_1;
  lowp vec4 c3_2;
  lowp vec4 c2_3;
  lowp vec4 c1_4;
  c1_4 = (texture2D (tex_def, var_lowp) * 2.0);
  c2_3 = (texture2D (tex_def, var_mediump) * 2.0);
  highp vec4 tmpvar_5;
  tmpvar_5 = texture2D (tex_highp, var_mediump);
  c3_2 = (tmpvar_5 * 2.0);
  c4_1 = (texture2D (tex_lowp, var_mediump) * 2.0);
  lowp vec4 tmpvar_6;
  tmpvar_6 = abs(var_lowp.xxxx);
  gl_FragColor = ((c1_4 + c2_3) + ((c3_2 + c4_1) + tmpvar_6));
}


// stats: 9 alu 4 tex 0 flow
// inputs: 2
//  #0: var_lowp (low float) 2x1 [-1]
//  #1: var_mediump (medium float) 2x1 [-1]
// textures: 3
//  #0: tex_def (low 2d) 0x0 [-1]
//  #1: tex_lowp (low 2d) 0x0 [-1]
//  #2: tex_highp (high 2d) 0x0 [-1]
