uniform highp float uni1;
uniform mediump vec4 uni4;
uniform sampler2D tex1;
highp float mut_uni1;
mediump vec4 mut_uni4;
varying highp vec4 var_uv;
void main ()
{
  mut_uni4.zw = uni4.zw;
  lowp vec4 c_1;
  c_1.yzw = vec3(0.0, 0.0, 0.0);
  c_1.x = uni4.x;
  highp vec3 tmpvar_2;
  highp vec2 uv_3;
  uv_3 = var_uv.xy;
  mut_uni4.xy = uv_3;
  lowp vec3 tmpvar_4;
  tmpvar_4 = texture2D (tex1, mut_uni4.xy).xyz;
  tmpvar_2 = tmpvar_4;
  c_1.xyz = (c_1.xyz + tmpvar_2);
  c_1.z = (c_1.z + uni1);
  mut_uni1 = (uni1 + 2.0);
  c_1.w = mut_uni1;
  gl_FragData[0] = c_1;
}


// stats: 4 alu 1 tex 0 flow
// inputs: 1
//  #0: var_uv (high float) 4x1 [-1]
// uniforms: 2 (total size: 0)
//  #0: uni1 (high float) 1x1 [-1]
//  #1: uni4 (medium float) 4x1 [-1]
// textures: 1
//  #0: tex1 (low 2d) 0x0 [-1]
