uniform mediump float med_a;
uniform mediump float med_b;
uniform lowp float low_c;
void main ()
{
  lowp float t_1;
  mediump float tmpvar_2;
  tmpvar_2 = (med_a + (low_c / med_b));
  t_1 = tmpvar_2;
  lowp vec4 tmpvar_3;
  tmpvar_3 = clamp (vec4(t_1), 0.0, 1.0);
  gl_FragColor = tmpvar_3;
}


// stats: 3 alu 0 tex 0 flow
// uniforms: 3 (total size: 0)
//  #0: med_a (medium float) 1x1 [-1]
//  #1: med_b (medium float) 1x1 [-1]
//  #2: low_c (low float) 1x1 [-1]
