#version 300 es
precision mediump float;
uniform sampler2D tex;
in highp vec4 uvHi;
in mediump vec4 uvMed;
out mediump vec4 _fragColor;
void main ()
{
  mediump vec4 tmpvar_1;
  lowp vec4 tmpvar_2;
  tmpvar_2 = textureLod (tex, uvHi.xy, 0.0);
  tmpvar_1 = tmpvar_2;
  lowp vec4 tmpvar_3;
  tmpvar_3 = textureLod (tex, uvMed.xy, uvMed.z);
  _fragColor = (tmpvar_1 + tmpvar_3);
}


// stats: 1 alu 2 tex 0 flow
// inputs: 2
//  #0: uvHi (high float) 4x1 [-1]
//  #1: uvMed (medium float) 4x1 [-1]
// textures: 1
//  #0: tex (low 2d) 0x0 [-1]
