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- #version 450
- uniform sampler2D samp2D;
- in mediump vec2 coord;
- in vec4 u, w;
- out vec4 color;
- struct s1 {
- int i;
- float f;
- };
- struct s2 {
- int i;
- float f;
- s1 s1_1;
- };
- layout(std140) uniform ub1 { s2 foo2a; } uName1;
- layout(std430) buffer ub2 { s2 foo2b; } uName2;
- void main()
- {
- vec4 v;
- s1 a[3], b[3];
- a = s1[3](s1(int(u.x), u.y), s1(int(u.z), u.w), s1(14, 14.0));
- b = s1[3](s1(17, 17.0), s1(int(w.x), w.y), s1(int(w.z), w.w));
- if (uName1.foo2a == uName2.foo2b)
- v = texture(samp2D, coord);
- else
- v = texture(samp2D, 2.0*coord);
- if (u == v)
- v *= 3.0;
- if (u != v)
- v *= 4.0;
- if (coord == v.yw)
- v *= 5.0;
- if (a == b)
- v *= 6.0;
- if (a != b)
- v *= 7.0;
- color = v;
- }
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