#version 450 | |
uniform sampler2D samp2D; | |
in mediump vec2 coord; | |
in vec4 u, w; | |
out vec4 color; | |
struct s1 { | |
int i; | |
float f; | |
}; | |
struct s2 { | |
int i; | |
float f; | |
s1 s1_1; | |
}; | |
uniform s1 foo1; | |
uniform s2 foo2a; | |
uniform s2 foo2b; | |
layout(std140) uniform bn { | |
s2 foo2a; | |
} bi; | |
void main() | |
{ | |
vec4 v; | |
s1 a[3], b[3]; | |
a = s1[3](s1(int(u.x), u.y), s1(int(u.z), u.w), s1(14, 14.0)); | |
b = s1[3](s1(17, 17.0), s1(int(w.x), w.y), s1(int(w.z), w.w)); | |
if (foo2a == foo2b) | |
v = texture(samp2D, coord); | |
else | |
v = texture(samp2D, 2.0*coord); | |
if (u == v) | |
v *= 3.0; | |
if (u != v) | |
v *= 4.0; | |
if (coord == v.yw) | |
v *= 5.0; | |
if (a == b) | |
v *= 6.0; | |
if (a != b) | |
v *= 7.0; | |
if (bi.foo2a != foo2a) | |
v *= 8.0; | |
color = v; | |
} |