#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : enable
layout(location=0) inout mediump vec4 _glesFragData[4];
in lowp vec4 xlv_TEXCOORD0;
void main ()
{
  lowp vec4 xlt_ocol_1;
  mediump vec4 tmpvar_2;
  tmpvar_2 = _glesFragData[0];
  xlt_ocol_1 = tmpvar_2;
  lowp vec4 ocol_3;
  ocol_3.w = xlt_ocol_1.w;
  ocol_3.xy = xlv_TEXCOORD0.xy;
  ocol_3.z = (xlt_ocol_1.z * 2.0);
  xlt_ocol_1 = ocol_3;
  _glesFragData[0] = ocol_3;
}


// stats: 1 alu 0 tex 0 flow
// inputs: 1
//  #0: xlv_TEXCOORD0 (low float) 4x1 [-1]
