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#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);
}