#version 300 es
precision mediump float;
uniform sampler2D tex;
in mediump vec3 uv1;
in highp vec3 uv2;
out lowp vec4 _fragColor;
void main ()
{
  mediump vec2 tmpvar_1;
  tmpvar_1 = dFdx(uv1.xy);
  mediump vec2 tmpvar_2;
  tmpvar_2 = dFdy(uv1.xy);
  highp vec2 tmpvar_3;
  tmpvar_3 = dFdx(uv2.xy);
  highp vec2 tmpvar_4;
  tmpvar_4 = dFdy(uv2.xy);
  _fragColor = ((textureGrad (tex, uv1.xy, tmpvar_1, tmpvar_2) + textureGrad (tex, uv2.xy, tmpvar_3, tmpvar_4)) + textureGrad (tex, uv2.xy, uv1.xy, uv1.xy));
}


// stats: 6 alu 3 tex 0 flow
// inputs: 2
//  #0: uv1 (medium float) 3x1 [-1]
//  #1: uv2 (high float) 3x1 [-1]
// textures: 1
//  #0: tex (low 2d) 0x0 [-1]
