50 lines
1.0 KiB
Plaintext
50 lines
1.0 KiB
Plaintext
varying vec4 xlv_TEXCOORD0;
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void main ()
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{
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vec4 c_1;
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c_1 = vec4(0.0, 0.0, 0.0, 0.0);
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float tmpvar_2;
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if ((xlv_TEXCOORD0.x > 0.5)) {
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tmpvar_2 = 0.9;
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} else {
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tmpvar_2 = 0.1;
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};
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c_1 = vec4(tmpvar_2);
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vec4 tmpvar_3;
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if ((xlv_TEXCOORD0.x > 0.5)) {
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tmpvar_3 = vec4(0.9, 0.9, 0.9, 0.9);
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} else {
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tmpvar_3 = vec4(0.1, 0.1, 0.1, 0.1);
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};
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c_1 = (vec4(tmpvar_2) + tmpvar_3);
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vec3 tmpvar_4;
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if ((xlv_TEXCOORD0.x > 0.5)) {
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tmpvar_4 = vec3(0.9, 0.9, 0.9);
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} else {
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tmpvar_4 = vec3(0.1, 0.1, 0.1);
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};
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c_1.xyz = (c_1.xyz + tmpvar_4);
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vec2 tmpvar_5;
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if ((xlv_TEXCOORD0.x > 0.5)) {
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tmpvar_5 = vec2(0.9, 0.9);
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} else {
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tmpvar_5 = vec2(0.1, 0.1);
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};
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c_1.xy = (c_1.xy + tmpvar_5);
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float tmpvar_6;
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tmpvar_6 = fract(xlv_TEXCOORD0.x);
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float tmpvar_7;
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if (bool(tmpvar_6)) {
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tmpvar_7 = 0.9;
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} else {
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tmpvar_7 = 0.1;
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};
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c_1.x = (c_1.x + tmpvar_7);
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gl_FragData[0] = c_1;
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}
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// stats: 21 alu 0 tex 5 flow
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// inputs: 1
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// #0: xlv_TEXCOORD0 (high float) 4x1 [-1]
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