varying vec4 xlv_TEXCOORD0;
void main ()
{
  vec4 c_1;
  c_1 = vec4(0.0, 0.0, 0.0, 0.0);
  float tmpvar_2;
  if ((xlv_TEXCOORD0.x > 0.5)) {
    tmpvar_2 = 0.9;
  } else {
    tmpvar_2 = 0.1;
  };
  c_1 = vec4(tmpvar_2);
  vec4 tmpvar_3;
  if ((xlv_TEXCOORD0.x > 0.5)) {
    tmpvar_3 = vec4(0.9, 0.9, 0.9, 0.9);
  } else {
    tmpvar_3 = vec4(0.1, 0.1, 0.1, 0.1);
  };
  c_1 = (vec4(tmpvar_2) + tmpvar_3);
  vec3 tmpvar_4;
  if ((xlv_TEXCOORD0.x > 0.5)) {
    tmpvar_4 = vec3(0.9, 0.9, 0.9);
  } else {
    tmpvar_4 = vec3(0.1, 0.1, 0.1);
  };
  c_1.xyz = (c_1.xyz + tmpvar_4);
  vec2 tmpvar_5;
  if ((xlv_TEXCOORD0.x > 0.5)) {
    tmpvar_5 = vec2(0.9, 0.9);
  } else {
    tmpvar_5 = vec2(0.1, 0.1);
  };
  c_1.xy = (c_1.xy + tmpvar_5);
  float tmpvar_6;
  tmpvar_6 = fract(xlv_TEXCOORD0.x);
  float tmpvar_7;
  if (bool(tmpvar_6)) {
    tmpvar_7 = 0.9;
  } else {
    tmpvar_7 = 0.1;
  };
  c_1.x = (c_1.x + tmpvar_7);
  gl_FragData[0] = c_1;
}


// stats: 21 alu 0 tex 5 flow
// inputs: 1
//  #0: xlv_TEXCOORD0 (high float) 4x1 [-1]
