#version 300 es
out mediump vec4 _fragData;
in mediump vec4 uv;
void main ()
{
  mediump vec4 c_1;
  c_1 = (uv + gl_FragCoord);
  highp float tmpvar_2;
  if (gl_FrontFacing) {
    tmpvar_2 = 1.0;
  } else {
    tmpvar_2 = 0.0;
  };
  c_1.x = (c_1.x + tmpvar_2);
  c_1.xy = (c_1.xy + gl_PointCoord);
  _fragData = c_1;
}


// stats: 5 alu 0 tex 1 flow
// inputs: 4
//  #0: gl_PointCoord (medium float) 2x1 [-1] loc 23
//  #1: gl_FrontFacing (low bool) 1x1 [-1] loc 22
//  #2: gl_FragCoord (high float) 4x1 [-1] loc 0
//  #3: uv (medium float) 4x1 [-1]
