#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require

// had a bug where if shader framebuffer fetch extension is enabled,
// but not actually used, then translated shader would end up
// being empty, since all writes to gl_FragData were wrongly removed.

#define gl_FragData _glesFragData
layout(location = 0) inout mediump vec4 _glesFragData[4];

in highp vec2 inUV;
void main() {
    gl_FragData[0] = vec4(inUV.x);
}
