uniform vec4 uniColors[4];
varying vec4 varColor;
void main ()
{
  vec4 col_1;
  gl_Position = gl_Vertex;
  col_1 = max (vec4(0.0, 0.0, 0.0, 0.0), uniColors[0]);
  col_1 = (col_1 + max (vec4(0.0, 0.0, 0.0, 0.0), uniColors[1]));
  col_1 = (col_1 + max (vec4(0.0, 0.0, 0.0, 0.0), uniColors[2]));
  col_1 = (col_1 + max (vec4(0.0, 0.0, 0.0, 0.0), uniColors[3]));
  varColor = col_1;
}


// stats: 7 alu 0 tex 0 flow
// inputs: 1
//  #0: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 1 (total size: 0)
//  #0: uniColors (high float) 4x1 [4]