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#version 450
struct S {
int a;
};
uniform ubuf {
S s;
};
uniform sampler2D s2d;
layout(location = 0) in vec4 inv;
layout(location = 0) out vec4 outv;
vec4 foo(S s)
{
vec4 r = s.a * inv;
++r;
if (r.x > 3.0)
--r;
else
r *= 2;
return r;
}
void main()
{
outv = foo(s);
outv += texture(s2d, vec2(0.5));
switch (s.a) {
case 10:
++outv;
break;
case 20:
outv = 2 * outv;
++outv;
break;
default:
--outv;
break;
}
for (int i = 0; i < 10; ++i)
outv *= 3.0;
outv.x < 10.0 ?
outv = sin(outv) :
outv = cos(outv);
}