uniform sampler2D maintex;
uniform float factor;
varying vec2 uv;
void main ()
{
  vec2 coord_1;
  vec4 tmpvar_2;
  tmpvar_2 = texture2D (maintex, uv);
  coord_1 = tmpvar_2.xy;
  bool tmpvar_3;
  tmpvar_3 = (tmpvar_2.w >= 0.5);
  if (!(tmpvar_3)) {
    coord_1.x = (tmpvar_2.x + factor);
  };
  if (tmpvar_3) {
    coord_1.y = (tmpvar_2.y + factor);
  };
  vec4 tmpvar_4;
  tmpvar_4.zw = vec2(0.0, 0.0);
  tmpvar_4.xy = coord_1;
  gl_FragColor = tmpvar_4;
}


// stats: 5 alu 1 tex 2 flow
// inputs: 1
//  #0: uv (high float) 2x1 [-1]
// uniforms: 1 (total size: 0)
//  #0: factor (high float) 1x1 [-1]
// textures: 1
//  #0: maintex (high 2d) 0x0 [-1]
