uniform vec2 U0; varying vec2 V0; varying vec4 V1; void F0(in vec4 l0, in vec2 l1, in vec4 l2, out vec4 l3); void F0(in vec4 l0, in vec2 l1, in vec4 l2, out vec4 l3) { l3 = vec4((l0).x, (l1).y, (l2).z, 1.0); return; } void main(void) { vec4 l0 = vec4(0); F0(gl_FragCoord, V0, V1, l0); gl_FragColor = l0; }