varying vec4 xlv_TEXCOORD0;
void main ()
{
  vec4 res_1;
  vec2 tmpvar_2;
  tmpvar_2 = dFdx(xlv_TEXCOORD0.xy);
  res_1.xy = tmpvar_2;
  res_1.zw = (abs(tmpvar_2) + abs(dFdy(xlv_TEXCOORD0.xy)));
  gl_FragData[0] = res_1;
}


// stats: 5 alu 0 tex 0 flow
// inputs: 1
//  #0: xlv_TEXCOORD0 (high float) 4x1 [-1]
