struct v2f {
  vec4 pos;
  vec2 uv;
};
varying vec2 xlv_TEXCOORD0;
uniform vec4 _MainTex_TexelSize;
uniform sampler2D _MainTex;
vec2 maxMag (
  in vec2 a_1,
  in vec2 b_2
)
{
  float mb_3;
  float ma_4;
  float tmpvar_5;
  tmpvar_5 = dot (a_1, a_1);
  float tmpvar_6;
  tmpvar_6 = tmpvar_5;
  ma_4 = tmpvar_6;
  float tmpvar_7;
  tmpvar_7 = dot (b_2, b_2);
  float tmpvar_8;
  tmpvar_8 = tmpvar_7;
  mb_3 = tmpvar_8;
  float tmpvar_9;
  tmpvar_9 = step (ma_4, mb_3);
  vec2 tmpvar_10;
  tmpvar_10 = vec2(tmpvar_9);
  vec2 tmpvar_11;
  tmpvar_11 = mix (a_1, b_2, tmpvar_10);
  return tmpvar_11;
}

vec4 TileMax (
  in v2f i_12
)
{
  int j_13;
  vec2 v_14;
  vec2 mx_15;
  vec2 uvCorner_16;
  vec2 tmpvar_17;
  tmpvar_17 = i_12.uv;
  uvCorner_16 = tmpvar_17;
  vec4 tmpvar_18;
  tmpvar_18 = texture2D (_MainTex, uvCorner_16);
  vec2 tmpvar_19;
  tmpvar_19 = tmpvar_18.xy;
  vec2 tmpvar_20;
  tmpvar_20 = tmpvar_19;
  mx_15 = tmpvar_20;
  int tmpvar_21;
  tmpvar_21 = 0;
  j_13 = tmpvar_21;
  while (true) {
    int l_22;
    if (!((j_13 < 8))) {
      break;
    };
    int tmpvar_23;
    tmpvar_23 = 0;
    l_22 = tmpvar_23;
    while (true) {
      if (!((l_22 < 8))) {
        break;
      };
      vec2 tmpvar_24;
      tmpvar_24.x = float(l_22);
      tmpvar_24.y = float(j_13);
      vec4 tmpvar_25;
      tmpvar_25 = texture2D (_MainTex, (uvCorner_16 + (tmpvar_24 * _MainTex_TexelSize.xy)));
      vec2 tmpvar_26;
      tmpvar_26 = tmpvar_25.xy;
      v_14 = tmpvar_26;
      vec2 tmpvar_27;
      tmpvar_27 = maxMag (mx_15, v_14);
      vec2 tmpvar_28;
      tmpvar_28 = tmpvar_27;
      mx_15 = tmpvar_28;
      int _post_incdec_tmp_29;
      _post_incdec_tmp_29 = l_22;
      int tmpvar_30;
      tmpvar_30 = (l_22 + 1);
      l_22 = tmpvar_30;
    };
    int _post_incdec_tmp_31;
    _post_incdec_tmp_31 = j_13;
    int tmpvar_32;
    tmpvar_32 = (j_13 + 1);
    j_13 = tmpvar_32;
  };
  vec4 tmpvar_33;
  tmpvar_33.zw = vec2(0.0, 0.0);
  tmpvar_33.xy = mx_15.xy;
  return tmpvar_33;
}

void main ()
{
  v2f ii_34;
  vec4 c_35;
  vec4 tmpvar_36;
  tmpvar_36 = vec4(0.0, 0.0, 0.0, 0.0);
  ii_34.pos = tmpvar_36;
  vec2 tmpvar_37;
  tmpvar_37 = xlv_TEXCOORD0;
  ii_34.uv = tmpvar_37;
  vec4 tmpvar_38;
  tmpvar_38 = TileMax (ii_34);
  vec4 tmpvar_39;
  tmpvar_39 = tmpvar_38;
  c_35 = tmpvar_39;
  vec4 tmpvar_40;
  tmpvar_40 = c_35;
  gl_FragData[0] = tmpvar_40;
}

