varying highp vec4 xlv_TEXCOORD0;
void main ()
{
  mediump vec4 c;
  c = vec4(0.0, 0.0, 0.0, 0.0);
  float tmpvar_1;
  if ((xlv_TEXCOORD0.x > 0.5)) {
    tmpvar_1 = 0.9;
  } else {
    tmpvar_1 = 0.1;
  };
  c = vec4(tmpvar_1);
  vec4 tmpvar_2;
  if ((xlv_TEXCOORD0.x > 0.5)) {
    tmpvar_2 = vec4(0.9, 0.9, 0.9, 0.9);
  } else {
    tmpvar_2 = vec4(0.1, 0.1, 0.1, 0.1);
  };
  mediump vec4 tmpvar_3;
  tmpvar_3 = (vec4(tmpvar_1) + tmpvar_2);
  c = tmpvar_3;
  vec3 tmpvar_4;
  if ((xlv_TEXCOORD0.x > 0.5)) {
    tmpvar_4 = vec3(0.9, 0.9, 0.9);
  } else {
    tmpvar_4 = vec3(0.1, 0.1, 0.1);
  };
  c.xyz = (tmpvar_3.xyz + tmpvar_4);
  vec2 tmpvar_5;
  if ((xlv_TEXCOORD0.x > 0.5)) {
    tmpvar_5 = vec2(0.9, 0.9);
  } else {
    tmpvar_5 = vec2(0.1, 0.1);
  };
  c.xy = (c.xy + tmpvar_5);
  highp float tmpvar_6;
  tmpvar_6 = fract (xlv_TEXCOORD0.x);
  float tmpvar_7;
  if (bool(tmpvar_6)) {
    tmpvar_7 = 0.9;
  } else {
    tmpvar_7 = 0.1;
  };
  c.x = (c.x + tmpvar_7);
  gl_FragData[0] = c;
}

