#version 300 es
layout(location=0) out mediump vec4 _glesFragData[1];
uniform sampler2D _MainTex;
in mediump vec2 xlv_TEXCOORD0;
void main ()
{
  mediump vec4 xl_retval_1;
  lowp vec4 col_2;
  highp vec4 mat_0_3;
  bool bar_4;
  highp vec4 foo_5;
  lowp vec4 tmpvar_6;
  tmpvar_6 = texture (_MainTex, xlv_TEXCOORD0);
  col_2 = tmpvar_6;
  highp vec4 tmpvar_7;
  if (bar_4) {
    tmpvar_7 = foo_5;
  } else {
    tmpvar_7 = vec4(0.5, 0.5, 0.5, 0.5);
  };
  col_2 = (tmpvar_6 + tmpvar_7);
  col_2 = (col_2 + mat_0_3);
  xl_retval_1 = col_2;
  _glesFragData[0] = xl_retval_1;
}


// stats: 3 alu 1 tex 1 flow
// inputs: 1
//  #0: xlv_TEXCOORD0 (medium float) 2x1 [-1]
// textures: 1
//  #0: _MainTex (low 2d) 0x0 [-1]
