#extension GL_ARB_shader_texture_lod : enable
uniform sampler2D tex;
varying vec4 xlv_TEXCOORD0;
void main ()
{
  gl_FragData[0] = texture2DLod (tex, xlv_TEXCOORD0.xy, 0.0);
}


// stats: 0 alu 1 tex 0 flow
// inputs: 1
//  #0: xlv_TEXCOORD0 (high float) 4x1 [-1]
// textures: 1
//  #0: tex (high 2d) 0x0 [-1]
