73 lines
1.1 KiB
GLSL
73 lines
1.1 KiB
GLSL
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#version 130
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uniform sampler2D sampler;
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varying vec2 coord;
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varying vec4 color;
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struct s1 {
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int i;
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float f;
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};
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struct s2 {
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int i;
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float f;
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s1 s1_1;
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vec4 bleh;
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};
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struct s3 {
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s2 s2_1;
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int i;
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float f;
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s1 s1_1;
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};
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uniform s1 foo;
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uniform s2 foo2;
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uniform s3 foo3;
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uniform float[16] uFloatArray;
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uniform int condition;
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void main()
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{
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s2 locals2;
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s3 locals3;
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float localFArray[16];
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int localIArray[8];
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locals2 = foo3.s2_1;
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if (foo3.s2_1.i > 0) {
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locals2.s1_1.f = 1.0;
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localFArray[4] = coord.x;
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localIArray[2] = foo3.s2_1.i;
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} else {
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locals2.s1_1.f = coord.x;
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localFArray[4] = 1.0;
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localIArray[2] = 0;
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}
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if (localIArray[2] == 0)
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++localFArray[4];
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float localArray[16];
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int x = 5;
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localArray[x] = coord.x;
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float[16] a;
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for (int i = 0; i < 16; i++)
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a[i] = 0.0;
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if (condition == 1)
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a = localArray;
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locals2.bleh = color;
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locals2.bleh.z = coord.y;
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gl_FragColor = locals2.bleh * (localFArray[4] + locals2.s1_1.f + localArray[x] + a[x]) * texture2D(sampler, coord);
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}
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