#version 300 es
layout(location=0) out mediump vec4 _glesFragData[4];
uniform highp vec4 _Color;
in lowp vec4 xlv_COLOR0;
void main ()
{
  lowp vec4 c_1;
  highp vec4 tmpvar_2;
  tmpvar_2 = (xlv_COLOR0 * _Color);
  c_1 = tmpvar_2;
  _glesFragData[0] = c_1;
}


// stats: 1 alu 0 tex 0 flow
// inputs: 1
//  #0: xlv_COLOR0 (low float) 4x1 [-1]
// uniforms: 1 (total size: 0)
//  #0: _Color (high float) 4x1 [-1]
