#version 130 | |
uniform sampler2D sampler; | |
varying vec2 coord; | |
struct s0 { | |
int i; | |
}; | |
struct s00 { | |
s0 s0_0; | |
}; | |
struct s1 { | |
int i; | |
float f; | |
s0 s0_1; | |
}; | |
struct s2 { | |
int i; | |
float f; | |
s1 s1_1; | |
}; | |
struct s3 { | |
s2[12] s2_1; | |
int i; | |
float f; | |
s1 s1_1; | |
}; | |
uniform s0 foo0; | |
uniform s1 foo1; | |
uniform s2 foo2; | |
uniform s3 foo3; | |
uniform s00 foo00; | |
void main() | |
{ | |
s0 locals0; | |
s2 locals2; | |
s00 locals00; | |
float[6] fArray; | |
s1[10] locals1Array; | |
if (foo3.s2_1[9].i > 0) { | |
locals2.f = 1.0; | |
locals2.s1_1 = s1(0, 1.0, s0(0)); | |
fArray = float[6]( 0.0, 0.0, 0.0, 0.0, 0.0, 0.0); | |
locals1Array[6] = foo1; | |
locals0 = s0(0); | |
locals00 = s00(s0(0)); | |
} else { | |
locals2.f = coord.x; | |
locals2.s1_1 = s1(1, coord.y, foo0); | |
fArray = float[6]( 0.0, 1.0, 2.0, 3.0, 4.0, 5.0); | |
locals1Array[6] = locals2.s1_1; | |
locals0 = foo1.s0_1; | |
locals00 = foo00; | |
} | |
if (locals0.i > 5) | |
locals0 = locals00.s0_0; | |
gl_FragColor = (float(locals0.i) + locals1Array[6].f + fArray[3] + locals2.s1_1.f) * texture2D(sampler, coord); | |
} |