#version 310 es precision mediump float; precision highp int; layout(binding = 1, std140) uniform Count { float count; } _44; layout(binding = 0) uniform mediump sampler2D tex; layout(location = 0) in highp vec4 vertex; layout(location = 0) out vec4 fragColor; void main() { highp float _24 = 1.0 / float(textureSize(tex, 0).x); highp float _34 = dFdx(vertex.x); float _62; _62 = 0.0; for (float _61 = 0.0; _61 < _44.count; ) { _62 += (_24 * _34); _61 += 1.0; continue; } fragColor = vec4(_62); }