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