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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);
- }
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