varying vec4 xlv_TEXCOORD0; void main () { vec4 c; c = vec4(0.0, 0.0, 0.0, 0.0); float tmpvar_1; tmpvar_1 = (xlv_TEXCOORD0.x / 2.0); float tmpvar_2; tmpvar_2 = (fract (abs (tmpvar_1)) * 2.0); float tmpvar_3; if ((tmpvar_1 >= 0.0)) { tmpvar_3 = tmpvar_2; } else { tmpvar_3 = -(tmpvar_2); }; c.x = tmpvar_3; vec2 tmpvar_4; tmpvar_4 = (xlv_TEXCOORD0.xy / vec2(2.0, 2.0)); vec2 tmpvar_5; tmpvar_5 = (fract (abs (tmpvar_4)) * vec2(2.0, 2.0)); float tmpvar_6; if ((tmpvar_4.x >= 0.0)) { tmpvar_6 = tmpvar_5.x; } else { tmpvar_6 = -(tmpvar_5.x); }; float tmpvar_7; if ((tmpvar_4.y >= 0.0)) { tmpvar_7 = tmpvar_5.y; } else { tmpvar_7 = -(tmpvar_5.y); }; vec2 tmpvar_8; tmpvar_8.x = tmpvar_6; tmpvar_8.y = tmpvar_7; c.xy = (c.xy + tmpvar_8); vec3 tmpvar_9; tmpvar_9 = (xlv_TEXCOORD0.xyz / vec3(2.0, 2.0, 2.0)); vec3 tmpvar_10; tmpvar_10 = (fract (abs (tmpvar_9)) * vec3(2.0, 2.0, 2.0)); float tmpvar_11; if ((tmpvar_9.x >= 0.0)) { tmpvar_11 = tmpvar_10.x; } else { tmpvar_11 = -(tmpvar_10.x); }; float tmpvar_12; if ((tmpvar_9.y >= 0.0)) { tmpvar_12 = tmpvar_10.y; } else { tmpvar_12 = -(tmpvar_10.y); }; float tmpvar_13; if ((tmpvar_9.z >= 0.0)) { tmpvar_13 = tmpvar_10.z; } else { tmpvar_13 = -(tmpvar_10.z); }; vec3 tmpvar_14; tmpvar_14.x = tmpvar_11; tmpvar_14.y = tmpvar_12; tmpvar_14.z = tmpvar_13; c.xyz = (c.xyz + tmpvar_14); vec4 tmpvar_15; tmpvar_15 = (xlv_TEXCOORD0 / vec4(2.0, 2.0, 2.0, 2.0)); vec4 tmpvar_16; tmpvar_16 = (fract (abs (tmpvar_15)) * vec4(2.0, 2.0, 2.0, 2.0)); float tmpvar_17; if ((tmpvar_15.x >= 0.0)) { tmpvar_17 = tmpvar_16.x; } else { tmpvar_17 = -(tmpvar_16.x); }; float tmpvar_18; if ((tmpvar_15.y >= 0.0)) { tmpvar_18 = tmpvar_16.y; } else { tmpvar_18 = -(tmpvar_16.y); }; float tmpvar_19; if ((tmpvar_15.z >= 0.0)) { tmpvar_19 = tmpvar_16.z; } else { tmpvar_19 = -(tmpvar_16.z); }; float tmpvar_20; if ((tmpvar_15.w >= 0.0)) { tmpvar_20 = tmpvar_16.w; } else { tmpvar_20 = -(tmpvar_16.w); }; vec4 tmpvar_21; tmpvar_21.x = tmpvar_17; tmpvar_21.y = tmpvar_18; tmpvar_21.z = tmpvar_19; tmpvar_21.w = tmpvar_20; c = (c + tmpvar_21); c.x = (c.x + (xlv_TEXCOORD0.x - float(int(xlv_TEXCOORD0.x)))); c.xy = (c.xy + (xlv_TEXCOORD0.xy - vec2(ivec2(xlv_TEXCOORD0.xy)))); c.xyz = (c.xyz + (xlv_TEXCOORD0.xyz - vec3(ivec3(xlv_TEXCOORD0.xyz)))); c = (c + (xlv_TEXCOORD0 - vec4(ivec4(xlv_TEXCOORD0)))); gl_FragData[0] = c; }