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