#line 13
struct v2f {
    highp vec4 pos;
    highp vec2 uv;
};
#line 18
uniform sampler2D _MainTex;
uniform highp vec4 _MainTex_TexelSize;
#line 29
#line 21
highp vec2 maxMag( in highp vec2 a, in highp vec2 b ) {
    #line 23
    highp float ma = dot( a, a);
    highp float mb = dot( b, b);
    return mix( a, b, vec2( step( ma, mb)));
}
#line 29
highp vec4 xlat_main( in v2f i ) {
    highp vec2 mx = texture( _MainTex, i.uv).xy;
    highp int j = -1;
    for ( ; (j < 2); (j++)) {
        #line 33
        highp int l = -1;
        for ( ; (l < 2); (l++)) {
            highp vec2 v = texture( _MainTex, (i.uv + (vec2( float(l), float(j)) * _MainTex_TexelSize.xy))).xy;
            mx = maxMag( mx, v);
        }
    }
    #line 38
    return vec4( mx, 0.0, 0.0);
}
in highp vec2 xlv_TEXCOORD0;
void main() {
    highp vec4 xl_retval;
    v2f xlt_i;
    xlt_i.pos = vec4(0.0);
    xlt_i.uv = vec2(xlv_TEXCOORD0);
    xl_retval = xlat_main( xlt_i);
    gl_FragData[0] = vec4(xl_retval);
}

// uniforms:
// _MainTex:<none> type 25 arrsize 0
// _MainTex_TexelSize:<none> type 12 arrsize 0