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1#version 130
2
3uniform sampler2D sampler;
4varying vec2 coord;
5
6struct s0 {
7    int i;
8};
9
10struct s00 {
11    s0 s0_0;
12};
13
14struct s1 {
15    int i;
16    float f;
17    s0 s0_1;
18};
19
20struct s2 {
21    int i;
22    float f;
23    s1 s1_1;
24};
25
26struct s3 {
27    s2[12] s2_1;
28    int i;
29    float f;
30    s1 s1_1;
31};
32
33
34uniform s0 foo0;
35uniform s1 foo1;
36uniform s2 foo2;
37uniform s3 foo3;
38
39uniform s00 foo00;
40
41void main()
42{
43    s0 locals0;
44    s2 locals2;
45    s00 locals00;
46
47    float[6] fArray;
48
49    s1[10] locals1Array;
50
51    if (foo3.s2_1[9].i > 0) {
52        locals2.f = 1.0;
53        locals2.s1_1 = s1(0, 1.0, s0(0));
54        fArray = float[6]( 0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
55        locals1Array[6] = foo1;
56        locals0 = s0(0);
57        locals00 = s00(s0(0));
58    } else {
59        locals2.f = coord.x;
60        locals2.s1_1 = s1(1, coord.y, foo0);
61        fArray = float[6]( 0.0, 1.0, 2.0, 3.0, 4.0, 5.0);
62        locals1Array[6] = locals2.s1_1;
63        locals0 = foo1.s0_1;
64        locals00 = foo00;
65    }
66
67    if (locals0.i > 5)
68        locals0 = locals00.s0_0;
69
70    gl_FragColor = (float(locals0.i) + locals1Array[6].f + fArray[3] + locals2.s1_1.f) * texture2D(sampler, coord);
71}
72