uniform sampler2D _MainTex;
varying highp vec2 xlv_uv;
void main ()
{
  lowp vec4 tmpvar_1;
  highp vec2 tmpvar_2;
  tmpvar_2 = xlv_uv;
  mediump vec3 light_3;
  lowp vec4 col_4;
  lowp vec4 tmpvar_5;
  tmpvar_5 = texture2D (_MainTex, xlv_uv);
  col_4 = tmpvar_5;
  light_3 = vec3(0.0, 0.0, 0.0);
  if ((tmpvar_5.x >= 0.0)) {
    for (highp float j_6 = 0.0; j_6 < tmpvar_2.x; j_6 += 1.0) {
      light_3 = (light_3 + col_4.xyz);
    };
  };
  if ((tmpvar_5.x >= 1.0)) {
    highp float j_7;
    j_7 = (xlv_uv.y * sin(xlv_uv.y));
    light_3 = (light_3 + (tmpvar_5.xyz * j_7));
  };
  mediump vec4 tmpvar_8;
  tmpvar_8.w = 1.0;
  tmpvar_8.xyz = light_3;
  tmpvar_1 = tmpvar_8;
  gl_FragData[0] = tmpvar_1;
}


// stats: 12 alu 1 tex 4 flow
// inputs: 1
//  #0: xlv_uv (high float) 2x1 [-1]
// textures: 1
//  #0: _MainTex (low 2d) 0x0 [-1]
