vec4 xlat_main( in vec4 uv );
vec4 xlat_main( in vec4 uv ) {
    vec4 c;
    c = vec4( 0.000000);
    c += ( (uv.x  > 0.500000) ) ? ( 0.900000 ) : ( 0.100000 );
    c += ( (uv.x  > 0.500000) ) ? ( vec4( 0.900000, 0.900000, 0.900000, 0.900000) ) : ( vec4( 0.100000, 0.100000, 0.100000, 0.100000) );
    c.xyz  += ( (uv.x  > 0.500000) ) ? ( vec3( 0.900000, 0.900000, 0.900000) ) : ( vec3( 0.100000, 0.100000, 0.100000) );
    c.xy  += ( (uv.x  > 0.500000) ) ? ( vec2( 0.900000, 0.900000) ) : ( vec2( 0.100000, 0.100000) );
    c.x  += ( bool( fract( uv.x  ) ) ) ? ( 0.900000 ) : ( 0.100000 );
    return c;
}
varying vec4 xlv_TEXCOORD0;
void main() {
    vec4 xl_retval;
    xl_retval = xlat_main( vec4(xlv_TEXCOORD0));
    gl_FragData[0] = vec4( xl_retval);
}