varying vec4 xlv_TEXCOORD0;
void main ()
{
  vec4 c_1;
  c_1 = vec4(0.0, 0.0, 0.0, 0.0);
  float tmpvar_2;
  tmpvar_2 = (xlv_TEXCOORD0.x / 2.0);
  float tmpvar_3;
  tmpvar_3 = (fract(abs(tmpvar_2)) * 2.0);
  float tmpvar_4;
  if ((tmpvar_2 >= 0.0)) {
    tmpvar_4 = tmpvar_3;
  } else {
    tmpvar_4 = -(tmpvar_3);
  };
  c_1.x = tmpvar_4;
  vec2 tmpvar_5;
  tmpvar_5 = (xlv_TEXCOORD0.xy / vec2(2.0, 2.0));
  vec2 tmpvar_6;
  tmpvar_6 = (fract(abs(tmpvar_5)) * vec2(2.0, 2.0));
  float tmpvar_7;
  if ((tmpvar_5.x >= 0.0)) {
    tmpvar_7 = tmpvar_6.x;
  } else {
    tmpvar_7 = -(tmpvar_6.x);
  };
  float tmpvar_8;
  if ((tmpvar_5.y >= 0.0)) {
    tmpvar_8 = tmpvar_6.y;
  } else {
    tmpvar_8 = -(tmpvar_6.y);
  };
  vec2 tmpvar_9;
  tmpvar_9.x = tmpvar_7;
  tmpvar_9.y = tmpvar_8;
  c_1.xy = (c_1.xy + tmpvar_9);
  vec3 tmpvar_10;
  tmpvar_10 = (xlv_TEXCOORD0.xyz / vec3(2.0, 2.0, 2.0));
  vec3 tmpvar_11;
  tmpvar_11 = (fract(abs(tmpvar_10)) * vec3(2.0, 2.0, 2.0));
  float tmpvar_12;
  if ((tmpvar_10.x >= 0.0)) {
    tmpvar_12 = tmpvar_11.x;
  } else {
    tmpvar_12 = -(tmpvar_11.x);
  };
  float tmpvar_13;
  if ((tmpvar_10.y >= 0.0)) {
    tmpvar_13 = tmpvar_11.y;
  } else {
    tmpvar_13 = -(tmpvar_11.y);
  };
  float tmpvar_14;
  if ((tmpvar_10.z >= 0.0)) {
    tmpvar_14 = tmpvar_11.z;
  } else {
    tmpvar_14 = -(tmpvar_11.z);
  };
  vec3 tmpvar_15;
  tmpvar_15.x = tmpvar_12;
  tmpvar_15.y = tmpvar_13;
  tmpvar_15.z = tmpvar_14;
  c_1.xyz = (c_1.xyz + tmpvar_15);
  vec4 tmpvar_16;
  tmpvar_16 = (xlv_TEXCOORD0 / vec4(2.0, 2.0, 2.0, 2.0));
  vec4 tmpvar_17;
  tmpvar_17 = (fract(abs(tmpvar_16)) * vec4(2.0, 2.0, 2.0, 2.0));
  float tmpvar_18;
  if ((tmpvar_16.x >= 0.0)) {
    tmpvar_18 = tmpvar_17.x;
  } else {
    tmpvar_18 = -(tmpvar_17.x);
  };
  float tmpvar_19;
  if ((tmpvar_16.y >= 0.0)) {
    tmpvar_19 = tmpvar_17.y;
  } else {
    tmpvar_19 = -(tmpvar_17.y);
  };
  float tmpvar_20;
  if ((tmpvar_16.z >= 0.0)) {
    tmpvar_20 = tmpvar_17.z;
  } else {
    tmpvar_20 = -(tmpvar_17.z);
  };
  float tmpvar_21;
  if ((tmpvar_16.w >= 0.0)) {
    tmpvar_21 = tmpvar_17.w;
  } else {
    tmpvar_21 = -(tmpvar_17.w);
  };
  vec4 tmpvar_22;
  tmpvar_22.x = tmpvar_18;
  tmpvar_22.y = tmpvar_19;
  tmpvar_22.z = tmpvar_20;
  tmpvar_22.w = tmpvar_21;
  c_1 = (c_1 + tmpvar_22);
  c_1.x = (c_1.x + (xlv_TEXCOORD0.x - float(
    int(xlv_TEXCOORD0.x)
  )));
  c_1.xy = (c_1.xy + (xlv_TEXCOORD0.xy - vec2(
    ivec2(xlv_TEXCOORD0.xy)
  )));
  c_1.xyz = (c_1.xyz + (xlv_TEXCOORD0.xyz - vec3(
    ivec3(xlv_TEXCOORD0.xyz)
  )));
  c_1 = (c_1 + (xlv_TEXCOORD0 - vec4(
    ivec4(xlv_TEXCOORD0)
  )));
  gl_FragData[0] = c_1;
}


// stats: 56 alu 0 tex 10 flow
// inputs: 1
//  #0: xlv_TEXCOORD0 (high float) 4x1 [-1]