float xll_dFdx(float f) {
  return dFdx(f);
}
vec2 xll_dFdx(vec2 v) {
  return dFdx(v);
}
vec3 xll_dFdx(vec3 v) {
  return dFdx(v);
}
vec4 xll_dFdx(vec4 v) {
  return dFdx(v);
}
mat2 xll_dFdx(mat2 m) {
  return mat2( dFdx(m[0]), dFdx(m[1]));
}
mat3 xll_dFdx(mat3 m) {
  return mat3( dFdx(m[0]), dFdx(m[1]), dFdx(m[2]));
}
mat4 xll_dFdx(mat4 m) {
  return mat4( dFdx(m[0]), dFdx(m[1]), dFdx(m[2]), dFdx(m[3]));
}
float xll_fwidth(float f) {
  return fwidth(f);
}
vec2 xll_fwidth(vec2 v) {
  return fwidth(v);
}
vec3 xll_fwidth(vec3 v) {
  return fwidth(v);
}
vec4 xll_fwidth(vec4 v) {
  return fwidth(v);
}
mat2 xll_fwidth(mat2 m) {
  return mat2( fwidth(m[0]), fwidth(m[1]));
}
mat3 xll_fwidth(mat3 m) {
  return mat3( fwidth(m[0]), fwidth(m[1]), fwidth(m[2]));
}
mat4 xll_fwidth(mat4 m) {
  return mat4( fwidth(m[0]), fwidth(m[1]), fwidth(m[2]), fwidth(m[3]));
}
vec4 xlat_main( in vec4 uv );
#line 1
vec4 xlat_main( in vec4 uv ) {
    vec4 res;
    #line 3
    res.x  = xll_dFdx(uv.x);
    res.y  = xll_dFdx(uv.y);
    res.zw  = xll_fwidth(uv.xy);
    #line 7
    return res;
}
varying vec4 xlv_TEXCOORD0;
void main() {
    vec4 xl_retval;
    xl_retval = xlat_main( vec4(xlv_TEXCOORD0));
    gl_FragData[0] = vec4( xl_retval);
}
