#version 310 es precision mediump float; precision highp int; layout(binding = 0) uniform mediump sampler2D samp; layout(location = 0) out vec4 FragColor; layout(location = 2) in vec2 vUV; layout(location = 1) in vec3 vNormal; void main() { vec4 _19 = texture(samp, vUV); float _23 = _19.x; FragColor = vec4(_23, _19.yz, 1.0); FragColor = vec4(_23, _19.z, 1.0, 4.0); FragColor = vec4(_23, _23, texture(samp, vUV + vec2(0.100000001490116119384765625)).yy); FragColor = vec4(vNormal, 1.0); FragColor = vec4(vNormal + vec3(1.7999999523162841796875), 1.0); FragColor = vec4(vUV, vUV + vec2(1.7999999523162841796875)); }