uniform sampler2D mainTex;
varying vec2 uv;
void main ()
{
  int j_1;
  int i_2;
  int n_4;
  vec4 c_8;
  c_8 = vec4(0.0, 0.0, 0.0, 0.0);
  for (int i_7 = 0; i_7 < 100; i_7++) {
    vec2 tmpvar_9;
    tmpvar_9.x = float(i_7);
    tmpvar_9.y = float(i_7);
    c_8.x = (c_8.x + texture2D (mainTex, (uv + tmpvar_9)).x);
  };
  for (int i_6 = 0; i_6 <= 100; i_6 += 3) {
    vec2 tmpvar_10;
    tmpvar_10.x = float(i_6);
    tmpvar_10.y = float(i_6);
    c_8.x = (c_8.x + texture2D (mainTex, (uv + tmpvar_10)).x);
  };
  for (int i_5 = 100; i_5 >= 0; i_5 = (i_5 - 1)) {
    vec2 tmpvar_11;
    tmpvar_11.x = float(i_5);
    tmpvar_11.y = float(i_5);
    c_8.x = (c_8.x + texture2D (mainTex, (uv + tmpvar_11)).x);
  };
  n_4 = int((c_8.x * 10.0));
  for (int i_3 = 3; i_3 < n_4; i_3++) {
    vec2 tmpvar_12;
    tmpvar_12.x = float(i_3);
    tmpvar_12.y = float(i_3);
    c_8.x = (c_8.x + texture2D (mainTex, (uv + tmpvar_12)).x);
  };
  i_2 = 1;
  j_1 = 2;
  for (; ((i_2 < 100) && (j_1 < 50)); i_2 += 2, j_1 += 3) {
    vec2 tmpvar_13;
    tmpvar_13.x = float(i_2);
    tmpvar_13.y = float(j_1);
    c_8.x = (c_8.x + texture2D (mainTex, (uv + tmpvar_13)).x);
  };
  gl_FragColor = c_8;
}


// stats: 43 alu 5 tex 10 flow
// inputs: 1
//  #0: uv (high float) 2x1 [-1]
// textures: 1
//  #0: mainTex (high 2d) 0x0 [-1]