float xll_dFdx_f(float f) { return dFdx(f); } vec2 xll_dFdx_vf2(vec2 v) { return dFdx(v); } vec3 xll_dFdx_vf3(vec3 v) { return dFdx(v); } vec4 xll_dFdx_vf4(vec4 v) { return dFdx(v); } mat2 xll_dFdx_mf2x2(mat2 m) { return mat2( dFdx(m[0]), dFdx(m[1])); } mat3 xll_dFdx_mf3x3(mat3 m) { return mat3( dFdx(m[0]), dFdx(m[1]), dFdx(m[2])); } mat4 xll_dFdx_mf4x4(mat4 m) { return mat4( dFdx(m[0]), dFdx(m[1]), dFdx(m[2]), dFdx(m[3])); } float xll_fwidth_f(float f) { return fwidth(f); } vec2 xll_fwidth_vf2(vec2 v) { return fwidth(v); } vec3 xll_fwidth_vf3(vec3 v) { return fwidth(v); } vec4 xll_fwidth_vf4(vec4 v) { return fwidth(v); } mat2 xll_fwidth_mf2x2(mat2 m) { return mat2( fwidth(m[0]), fwidth(m[1])); } mat3 xll_fwidth_mf3x3(mat3 m) { return mat3( fwidth(m[0]), fwidth(m[1]), fwidth(m[2])); } mat4 xll_fwidth_mf4x4(mat4 m) { return mat4( fwidth(m[0]), fwidth(m[1]), fwidth(m[2]), fwidth(m[3])); } #line 1 vec4 xlat_main( in vec4 uv ) { vec4 res; #line 3 res.x = xll_dFdx_f(uv.x); res.y = xll_dFdx_f(uv.y); res.z = xll_fwidth_f(uv.z); res.w = 1.0; #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); }