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]