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