uniform highp float uni1;
uniform mediump vec4 uni4;
uniform sampler2D tex1;

// global variables that aren't uniforms
highp float mut_uni1;
mediump vec4 mut_uni4;

highp vec3 SampleDiffuse(in highp vec2 uv)
{
    mut_uni4.xy = uv;
    return vec3(texture2D(tex1,mut_uni4.xy));
}
lowp vec4 xlat_main(in highp vec4 uv)
{
    lowp vec4 c = vec4(0.0);
    c.x += mut_uni4.x;
    c.xyz += SampleDiffuse(uv.xy);
    c.z += mut_uni1;
    mut_uni1 += 2.0;
    c.w += mut_uni1;
    return c;
}
varying highp vec4 var_uv;
void main()
{
    mut_uni1 = uni1;
    mut_uni4 = uni4;
    lowp vec4 r = xlat_main(var_uv);
    gl_FragData[0] = r;
}
