52 lines
836 B
GLSL
52 lines
836 B
GLSL
#version 450
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uniform sampler2D samp2D;
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in mediump vec2 coord;
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in vec4 u, w;
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out 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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};
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layout(std140) uniform ub1 { s2 foo2a; } uName1;
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layout(std430) buffer ub2 { s2 foo2b; } uName2;
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void main()
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{
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vec4 v;
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s1 a[3], b[3];
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a = s1[3](s1(int(u.x), u.y), s1(int(u.z), u.w), s1(14, 14.0));
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b = s1[3](s1(17, 17.0), s1(int(w.x), w.y), s1(int(w.z), w.w));
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if (uName1.foo2a == uName2.foo2b)
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v = texture(samp2D, coord);
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else
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v = texture(samp2D, 2.0*coord);
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if (u == v)
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v *= 3.0;
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if (u != v)
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v *= 4.0;
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if (coord == v.yw)
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v *= 5.0;
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if (a == b)
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v *= 6.0;
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if (a != b)
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v *= 7.0;
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color = v;
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}
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