| #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); | |
| } |