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;
}

