52 lines
		
	
	
		
			836 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			52 lines
		
	
	
		
			836 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 450
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| 
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| uniform sampler2D samp2D;
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| in mediump vec2 coord;
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| 
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| in vec4 u, w;
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| out vec4 color;
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| 
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| struct s1 {
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|     int i;
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|     float f;
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| };
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| 
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| struct s2 {
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|     int i;
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|     float f;
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| 	s1 s1_1;
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| };
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| 
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| layout(std140) uniform ub1 { s2 foo2a; } uName1;
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| layout(std430) buffer  ub2 { s2 foo2b; } uName2;
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| 
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| void main()
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| {
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|     vec4 v;
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|     s1 a[3], b[3];
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|     a = s1[3](s1(int(u.x), u.y), s1(int(u.z), u.w), s1(14, 14.0));
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|     b = s1[3](s1(17, 17.0), s1(int(w.x), w.y), s1(int(w.z), w.w));
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| 
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|     if (uName1.foo2a == uName2.foo2b)
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|         v = texture(samp2D, coord);
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|     else
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|         v = texture(samp2D, 2.0*coord);
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| 
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|     if (u == v)
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|         v *= 3.0;
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| 
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|     if (u != v)
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|         v *= 4.0;
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| 
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|     if (coord == v.yw)
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|         v *= 5.0;
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| 
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|     if (a == b)
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|         v *= 6.0;
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| 
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|     if (a != b)
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|         v *= 7.0;
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| 
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| 	color =  v;
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| }
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