uniform sampler2D maintex;
uniform float factor;
varying vec2 uv;
void main ()
{
  vec4 r_1;
  vec4 tmpvar_2;
  tmpvar_2 = texture2D (maintex, uv);
  r_1.xy = max (vec2(0.123, 0.123), tmpvar_2.xy);
  r_1.zw = min (tmpvar_2.zw, vec2(factor));
  gl_FragColor = r_1;
}


// stats: 2 alu 1 tex 0 flow
// inputs: 1
//  #0: uv (high float) 2x1 [-1]
// uniforms: 1 (total size: 0)
//  #0: factor (high float) 1x1 [-1]
// textures: 1
//  #0: maintex (high 2d) 0x0 [-1]
