#version 300 es
out lowp vec4 _fragData;
uniform mediump mat4 _LightMatrix;
uniform highp vec3 _WorldPos;
void main ()
{
  mediump vec4 r_1;
  mediump vec3 lightCoord_2;
  highp vec4 tmpvar_3;
  tmpvar_3.w = 1.0;
  tmpvar_3.xyz = _WorldPos;
  highp vec3 tmpvar_4;
  tmpvar_4 = (_LightMatrix * tmpvar_3).xyz;
  lightCoord_2 = tmpvar_4;
  r_1.xyz = lightCoord_2;
  r_1.w = 1.0;
  _fragData = r_1;
}


// stats: 3 alu 0 tex 0 flow
// uniforms: 2 (total size: 0)
//  #0: _LightMatrix (medium float) 4x4 [-1]
//  #1: _WorldPos (high float) 3x1 [-1]