uniform sampler2D _MainTex;
uniform vec4 _MainTex_TexelSize;
varying vec2 xlv_TEXCOORD0;
void main ()
{
  vec2 mx_2;
  vec2 uvCorner_3;
  uvCorner_3 = xlv_TEXCOORD0;
  mx_2 = texture2D (_MainTex, xlv_TEXCOORD0).xy;
  for (int j_1 = 0; j_1 < 8; j_1++) {
    vec2 tmpvar_4;
    tmpvar_4.x = 0.0;
    tmpvar_4.y = float(j_1);
    vec4 tmpvar_5;
    tmpvar_5 = texture2D (_MainTex, (uvCorner_3 + (tmpvar_4 * _MainTex_TexelSize.xy)));
    mx_2 = mix (mx_2, tmpvar_5.xy, vec2(float((
      dot (tmpvar_5.xy, tmpvar_5.xy)
     >= 
      dot (mx_2, mx_2)
    ))));
    vec2 tmpvar_6;
    tmpvar_6.x = 1.0;
    tmpvar_6.y = float(j_1);
    vec4 tmpvar_7;
    tmpvar_7 = texture2D (_MainTex, (uvCorner_3 + (tmpvar_6 * _MainTex_TexelSize.xy)));
    mx_2 = mix (mx_2, tmpvar_7.xy, vec2(float((
      dot (tmpvar_7.xy, tmpvar_7.xy)
     >= 
      dot (mx_2, mx_2)
    ))));
    vec2 tmpvar_8;
    tmpvar_8.x = 2.0;
    tmpvar_8.y = float(j_1);
    vec4 tmpvar_9;
    tmpvar_9 = texture2D (_MainTex, (uvCorner_3 + (tmpvar_8 * _MainTex_TexelSize.xy)));
    mx_2 = mix (mx_2, tmpvar_9.xy, vec2(float((
      dot (tmpvar_9.xy, tmpvar_9.xy)
     >= 
      dot (mx_2, mx_2)
    ))));
    vec2 tmpvar_10;
    tmpvar_10.x = 3.0;
    tmpvar_10.y = float(j_1);
    vec4 tmpvar_11;
    tmpvar_11 = texture2D (_MainTex, (uvCorner_3 + (tmpvar_10 * _MainTex_TexelSize.xy)));
    mx_2 = mix (mx_2, tmpvar_11.xy, vec2(float((
      dot (tmpvar_11.xy, tmpvar_11.xy)
     >= 
      dot (mx_2, mx_2)
    ))));
    vec2 tmpvar_12;
    tmpvar_12.x = 4.0;
    tmpvar_12.y = float(j_1);
    vec4 tmpvar_13;
    tmpvar_13 = texture2D (_MainTex, (uvCorner_3 + (tmpvar_12 * _MainTex_TexelSize.xy)));
    mx_2 = mix (mx_2, tmpvar_13.xy, vec2(float((
      dot (tmpvar_13.xy, tmpvar_13.xy)
     >= 
      dot (mx_2, mx_2)
    ))));
    vec2 tmpvar_14;
    tmpvar_14.x = 5.0;
    tmpvar_14.y = float(j_1);
    vec4 tmpvar_15;
    tmpvar_15 = texture2D (_MainTex, (uvCorner_3 + (tmpvar_14 * _MainTex_TexelSize.xy)));
    mx_2 = mix (mx_2, tmpvar_15.xy, vec2(float((
      dot (tmpvar_15.xy, tmpvar_15.xy)
     >= 
      dot (mx_2, mx_2)
    ))));
    vec2 tmpvar_16;
    tmpvar_16.x = 6.0;
    tmpvar_16.y = float(j_1);
    vec4 tmpvar_17;
    tmpvar_17 = texture2D (_MainTex, (uvCorner_3 + (tmpvar_16 * _MainTex_TexelSize.xy)));
    mx_2 = mix (mx_2, tmpvar_17.xy, vec2(float((
      dot (tmpvar_17.xy, tmpvar_17.xy)
     >= 
      dot (mx_2, mx_2)
    ))));
    vec2 tmpvar_18;
    tmpvar_18.x = 7.0;
    tmpvar_18.y = float(j_1);
    vec4 tmpvar_19;
    tmpvar_19 = texture2D (_MainTex, (uvCorner_3 + (tmpvar_18 * _MainTex_TexelSize.xy)));
    mx_2 = mix (mx_2, tmpvar_19.xy, vec2(float((
      dot (tmpvar_19.xy, tmpvar_19.xy)
     >= 
      dot (mx_2, mx_2)
    ))));
  };
  vec4 tmpvar_20;
  tmpvar_20.zw = vec2(0.0, 0.0);
  tmpvar_20.xy = mx_2;
  gl_FragData[0] = tmpvar_20;
}


// stats: 76 alu 9 tex 2 flow
// inputs: 1
//  #0: xlv_TEXCOORD0 (high float) 2x1 [-1]
// uniforms: 1 (total size: 0)
//  #0: _MainTex_TexelSize (high float) 4x1 [-1]
// textures: 1
//  #0: _MainTex (high 2d) 0x0 [-1]
