#version 300 es
#extension GL_EXT_shader_framebuffer_fetch : require
#define gl_FragColor _glesFragData[0]
#define gl_FragData _glesFragData
layout(location = 0) inout mediump vec4 _glesFragData[4];

struct v2f {
    highp vec4 vertex;
    lowp vec4 color;
};
void frag (in v2f i, inout lowp vec4 ocol)
{
    ocol.xy = i.color.xy;
    ocol.z *= 2.0;
}
in lowp vec4 xlv_TEXCOORD0;
void main() {
    v2f xlt_i;
    xlt_i.vertex = vec4(0.0);
    xlt_i.color = vec4(xlv_TEXCOORD0);
    lowp vec4 xlt_ocol = vec4(gl_FragData[0]);
    frag (xlt_i, xlt_ocol);
    gl_FragData[0] = vec4(xlt_ocol);
}
