#version 300 es
uniform highp mat4 mvp;
in highp vec4 _inVertex;
in mediump vec3 _inNormal;
in highp vec2 _uv0;
in lowp vec4 _color;
out mediump vec2 xlv_TEXCOORD0;
out lowp vec4 xlv_COLOR;
void main ()
{
  mediump vec2 tmpvar_1;
  lowp vec4 tmpvar_2;
  tmpvar_2.w = _color.w;
  tmpvar_2.xyz = (_color.xyz + _inNormal);
  tmpvar_1 = _uv0;
  gl_Position = (mvp * _inVertex);
  xlv_TEXCOORD0 = tmpvar_1;
  xlv_COLOR = tmpvar_2;
}


// stats: 2 alu 0 tex 0 flow
// inputs: 4
//  #0: _inVertex (high float) 4x1 [-1]
//  #1: _inNormal (medium float) 3x1 [-1]
//  #2: _uv0 (high float) 2x1 [-1]
//  #3: _color (low float) 4x1 [-1]
// uniforms: 1 (total size: 0)
//  #0: mvp (high float) 4x4 [-1]
