#version 130 | |
uniform sampler2D sampler; | |
varying vec2 coord; | |
varying vec4 color; | |
struct s1 { | |
int i; | |
float f; | |
}; | |
struct s2 { | |
int i; | |
float f; | |
s1 s1_1; | |
vec4 bleh; | |
}; | |
struct s3 { | |
s2 s2_1; | |
int i; | |
float f; | |
s1 s1_1; | |
}; | |
uniform s1 foo; | |
uniform s2 foo2; | |
uniform s3 foo3; | |
uniform float[16] uFloatArray; | |
uniform int condition; | |
void main() | |
{ | |
s2 locals2; | |
s3 locals3; | |
float localFArray[16]; | |
int localIArray[8]; | |
locals2 = foo3.s2_1; | |
if (foo3.s2_1.i > 0) { | |
locals2.s1_1.f = 1.0; | |
localFArray[4] = coord.x; | |
localIArray[2] = foo3.s2_1.i; | |
} else { | |
locals2.s1_1.f = coord.x; | |
localFArray[4] = 1.0; | |
localIArray[2] = 0; | |
} | |
if (localIArray[2] == 0) | |
++localFArray[4]; | |
float localArray[16]; | |
int x = 5; | |
localArray[x] = coord.x; | |
float[16] a; | |
for (int i = 0; i < 16; i++) | |
a[i] = 0.0; | |
if (condition == 1) | |
a = localArray; | |
locals2.bleh = color; | |
locals2.bleh.z = coord.y; | |
gl_FragColor = locals2.bleh * (localFArray[4] + locals2.s1_1.f + localArray[x] + a[x]) * texture2D(sampler, coord); | |
} |