73 lines
		
	
	
		
			1.0 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			73 lines
		
	
	
		
			1.0 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 400
 | 
						|
 | 
						|
uniform sampler2D samp2D;
 | 
						|
in vec2 coord;
 | 
						|
in 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;
 | 
						|
};
 | 
						|
 | 
						|
 | 
						|
flat in s1 foo;
 | 
						|
flat in s2 foo2;
 | 
						|
flat in s3 foo3;
 | 
						|
 | 
						|
 | 
						|
flat in 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]) * texture(samp2D, coord);
 | 
						|
}
 |