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- #version 130
- uniform sampler2D sampler;
- varying vec2 coord;
- struct s0 {
- int i;
- };
- struct s00 {
- s0 s0_0;
- };
- struct s1 {
- int i;
- float f;
- s0 s0_1;
- };
- struct s2 {
- int i;
- float f;
- s1 s1_1;
- };
- struct s3 {
- s2[12] s2_1;
- int i;
- float f;
- s1 s1_1;
- };
- uniform s0 foo0;
- uniform s1 foo1;
- uniform s2 foo2;
- uniform s3 foo3;
- uniform s00 foo00;
- void main()
- {
- s0 locals0;
- s2 locals2;
- s00 locals00;
- float[6] fArray;
- s1[10] locals1Array;
- if (foo3.s2_1[9].i > 0) {
- locals2.f = 1.0;
- locals2.s1_1 = s1(0, 1.0, s0(0));
- fArray = float[6]( 0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
- locals1Array[6] = foo1;
- locals0 = s0(0);
- locals00 = s00(s0(0));
- } else {
- locals2.f = coord.x;
- locals2.s1_1 = s1(1, coord.y, foo0);
- fArray = float[6]( 0.0, 1.0, 2.0, 3.0, 4.0, 5.0);
- locals1Array[6] = locals2.s1_1;
- locals0 = foo1.s0_1;
- locals00 = foo00;
- }
- if (locals0.i > 5)
- locals0 = locals00.s0_0;
- gl_FragColor = (float(locals0.i) + locals1Array[6].f + fArray[3] + locals2.s1_1.f) * texture2D(sampler, coord);
- }
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