#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : enable
layout(location=0) inout mediump vec4 _glesFragData[4];
in highp vec2 inUV;
void main ()
{
  highp vec4 tmpvar_1;
  tmpvar_1 = inUV.xxxx;
  _glesFragData[0] = tmpvar_1;
}


// stats: 0 alu 0 tex 0 flow
// inputs: 1
//  #0: inUV (high float) 2x1 [-1]
