#version 300 es
out lowp vec4 _fragData;
uniform sampler2DArray myarr;
in highp vec4 uv;
void main ()
{
  lowp vec4 tmpvar_1;
  highp vec4 slod_2;
  lowp vec4 tmpvar_3;
  tmpvar_3 = texture (myarr, uv.xyz);
  highp vec4 tmpvar_4;
  tmpvar_4 = tmpvar_3;
  lowp vec4 tmpvar_5;
  tmpvar_5 = texture (myarr, uv.xyw);
  highp vec4 tmpvar_6;
  tmpvar_6 = tmpvar_5;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture (myarr, uv.xyz, 1.5);
  highp vec4 tmpvar_8;
  tmpvar_8 = tmpvar_7;
  lowp vec4 tmpvar_9;
  tmpvar_9 = textureLod (myarr, uv.xyz, 2.5);
  slod_2 = tmpvar_9;
  tmpvar_1 = ((tmpvar_4 + tmpvar_6) + (tmpvar_8 + slod_2));
  _fragData = tmpvar_1;
}


// stats: 3 alu 4 tex 0 flow
// inputs: 1
//  #0: uv (high float) 4x1 [-1]
// textures: 1
//  #0: myarr (low 2darray) 0x0 [-1]
