spv.variableArrayIndex.frag 896 B

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  1. #version 400
  2. uniform sampler2D samp2D;
  3. in vec2 coord;
  4. struct lunarStruct1 {
  5. int i;
  6. float f;
  7. };
  8. struct lunarStruct2 {
  9. int i;
  10. float f;
  11. lunarStruct1 s1_1;
  12. };
  13. struct lunarStruct3 {
  14. lunarStruct2 s2_1[3];
  15. int i;
  16. float f;
  17. lunarStruct1 s1_1;
  18. };
  19. flat in lunarStruct1 foo;
  20. flat in lunarStruct2 foo2[5];
  21. flat in lunarStruct3 foo3;
  22. flat in int Count;
  23. void main()
  24. {
  25. float scale;
  26. int iLocal = Count;
  27. if (foo3.s2_1[1].i > 0)
  28. scale = foo2[foo3.s2_1[foo.i].i + 2 + ++iLocal].s1_1.f;
  29. else
  30. scale = foo3.s2_1[0].s1_1.f;
  31. //for (int i = 0; i < iLocal; ++i) {
  32. // scale += foo2[i].f;
  33. //}
  34. gl_FragColor = scale * texture(samp2D, coord);
  35. vec2[3] constructed = vec2[3](coord, vec2(scale), vec2(1.0, 2.0));
  36. gl_FragColor += vec4(constructed[foo.i], constructed[foo.i]);
  37. }