#extension GL_EXT_shader_texture_lod : enable
lowp vec4 impl_low_texture2DLodEXT(lowp sampler2D sampler, highp vec2 coord, mediump float lod)
{
#if defined(GL_EXT_shader_texture_lod)
	return texture2DLodEXT(sampler, coord, lod);
#else
	return texture2D(sampler, coord, lod);
#endif
}

uniform sampler2D tex;
varying highp vec4 xlv_TEXCOORD0;
void main ()
{
  mediump vec4 tmpvar_1;
  lowp vec4 tmpvar_2;
  tmpvar_2 = impl_low_texture2DLodEXT (tex, xlv_TEXCOORD0.xy, 0.0);
  tmpvar_1 = tmpvar_2;
  gl_FragData[0] = tmpvar_1;
}


// stats: 0 alu 1 tex 0 flow
// inputs: 1
//  #0: xlv_TEXCOORD0 (high float) 4x1 [-1]
// textures: 1
//  #0: tex (low 2d) 0x0 [-1]
