#extension GL_EXT_shader_texture_lod : require
vec4 xll_tex2Dlod(sampler2D s, vec4 coord) {
   return texture2DLodEXT( s, coord.xy, coord.w);
}
uniform sampler2D tex;
mediump vec4 xlat_main( in highp vec4 uv );
mediump vec4 xlat_main( in highp vec4 uv ) {
    return xll_tex2Dlod( tex, vec4( uv.xy , 0.0, 0.0));
}
varying highp vec4 xlv_TEXCOORD0;
void main() {
    mediump vec4 xl_retval;
    xl_retval = xlat_main( vec4(xlv_TEXCOORD0));
    gl_FragData[0] = vec4( xl_retval);
}
