1#version 130 2 3uniform sampler2D sampler; 4varying vec2 coord; 5varying vec4 color; 6 7struct s1 { 8 int i; 9 float f; 10}; 11 12struct s2 { 13 int i; 14 float f; 15 s1 s1_1; 16 vec4 bleh; 17}; 18 19struct s3 { 20 s2 s2_1; 21 int i; 22 float f; 23 s1 s1_1; 24}; 25 26 27uniform s1 foo; 28uniform s2 foo2; 29uniform s3 foo3; 30 31uniform float[16] uFloatArray; 32uniform int condition; 33 34void main() 35{ 36 s2 locals2; 37 s3 locals3; 38 float localFArray[16]; 39 int localIArray[8]; 40 41 locals2 = foo3.s2_1; 42 43 if (foo3.s2_1.i > 0) { 44 locals2.s1_1.f = 1.0; 45 localFArray[4] = coord.x; 46 localIArray[2] = foo3.s2_1.i; 47 } else { 48 locals2.s1_1.f = coord.x; 49 localFArray[4] = 1.0; 50 localIArray[2] = 0; 51 } 52 53 if (localIArray[2] == 0) 54 ++localFArray[4]; 55 56 float localArray[16]; 57 int x = 5; 58 localArray[x] = coord.x; 59 60 float[16] a; 61 62 for (int i = 0; i < 16; i++) 63 a[i] = 0.0; 64 65 if (condition == 1) 66 a = localArray; 67 68 locals2.bleh = color; 69 locals2.bleh.z = coord.y; 70 71 gl_FragColor = locals2.bleh * (localFArray[4] + locals2.s1_1.f + localArray[x] + a[x]) * texture2D(sampler, coord); 72} 73