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32 lines
481 B
GLSL
32 lines
481 B
GLSL
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#version 130
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uniform sampler2D sampler;
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varying vec2 coord;
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struct lunarStruct1 {
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int i;
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float f[4];
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vec4 color[5];
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};
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struct lunarStruct2 {
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int i[5];
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float f;
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lunarStruct1 s1_1[7];
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};
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uniform lunarStruct1 foo;
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uniform lunarStruct2 foo2[5];
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void main()
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{
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float scale = 0.0;
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if (foo2[3].i[4] > 0)
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scale = foo2[3].s1_1[2].color[3].x;
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else
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scale = foo2[3].s1_1[2].f[3];
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gl_FragColor = scale * texture2D(sampler, coord);
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}
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