32 lines
		
	
	
		
			456 B
		
	
	
	
		
			GLSL
		
	
	
	
			
		
		
	
	
			32 lines
		
	
	
		
			456 B
		
	
	
	
		
			GLSL
		
	
	
	
#version 140
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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[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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lunarStruct1 foo;
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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 * texture(samp2D, coord);
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}
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