varying vec4 xlv_TEXCOORD0; void main () { vec4 res_1; vec2 cse_2; cse_2 = dFdx(xlv_TEXCOORD0.xy); res_1.xy = cse_2; res_1.zw = (abs(cse_2) + abs(dFdy(xlv_TEXCOORD0.xy))); gl_FragData[0] = res_1; } // inputs: 1, stats: 5 alu 0 tex 0 flow