spv.localAggregates.frag 1.0 KB

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  1. #version 400
  2. uniform sampler2D samp2D;
  3. in vec2 coord;
  4. in vec4 color;
  5. struct s1 {
  6. int i;
  7. float f;
  8. };
  9. struct s2 {
  10. int i;
  11. float f;
  12. s1 s1_1;
  13. vec4 bleh;
  14. };
  15. struct s3 {
  16. s2 s2_1;
  17. int i;
  18. float f;
  19. s1 s1_1;
  20. };
  21. flat in s1 foo;
  22. flat in s2 foo2;
  23. flat in s3 foo3;
  24. flat in int condition;
  25. void main()
  26. {
  27. s2 locals2;
  28. s3 locals3;
  29. float localFArray[16];
  30. int localIArray[8];
  31. locals2 = foo3.s2_1;
  32. if (foo3.s2_1.i > 0) {
  33. locals2.s1_1.f = 1.0;
  34. localFArray[4] = coord.x;
  35. localIArray[2] = foo3.s2_1.i;
  36. } else {
  37. locals2.s1_1.f = coord.x;
  38. localFArray[4] = 1.0;
  39. localIArray[2] = 0;
  40. }
  41. if (localIArray[2] == 0)
  42. ++localFArray[4];
  43. float localArray[16];
  44. int x = 5;
  45. localArray[x] = coord.x;
  46. float[16] a;
  47. for (int i = 0; i < 16; i++)
  48. a[i] = 0.0;
  49. if (condition == 1)
  50. a = localArray;
  51. locals2.bleh = color;
  52. locals2.bleh.z = coord.y;
  53. gl_FragColor = locals2.bleh * (localFArray[4] + locals2.s1_1.f + localArray[x] + a[x]) * texture(samp2D, coord);
  54. }