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#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;
};
layout(std140) uniform ub1 { s2 foo2a; } uName1;
layout(std430) buffer ub2 { s2 foo2b; } uName2;
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 (uName1.foo2a == uName2.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;
color = v;
}