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- #version 400
- uniform sampler2D samp2D;
- in vec2 coord;
- struct lunarStruct1 {
- int i;
- float f;
- };
- struct lunarStruct2 {
- int i;
- float f;
- lunarStruct1 s1_1;
- };
- struct lunarStruct3 {
- lunarStruct2 s2_1[3];
- int i;
- float f;
- lunarStruct1 s1_1;
- };
- flat in lunarStruct1 foo;
- flat in lunarStruct2 foo2[5];
- flat in lunarStruct3 foo3;
- flat in int Count;
- void main()
- {
- float scale;
- int iLocal = Count;
- if (foo3.s2_1[1].i > 0)
- scale = foo2[foo3.s2_1[foo.i].i + 2 + ++iLocal].s1_1.f;
- else
- scale = foo3.s2_1[0].s1_1.f;
- //for (int i = 0; i < iLocal; ++i) {
- // scale += foo2[i].f;
- //}
- gl_FragColor = scale * texture(samp2D, coord);
- vec2[3] constructed = vec2[3](coord, vec2(scale), vec2(1.0, 2.0));
- gl_FragColor += vec4(constructed[foo.i], constructed[foo.i]);
- }
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