72 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
			
		
		
	
	
			72 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
#version 130
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uniform sampler2D sampler;
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varying vec2 coord;
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struct s0 {
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    int i;
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};
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struct s00 {
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    s0 s0_0;
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};
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struct s1 {
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    int i;
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    float f;
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    s0 s0_1;
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};
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struct s2 {
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    int i;
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    float f;
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    s1 s1_1;
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};
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struct s3 {
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    s2[12] s2_1;
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    int i;
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    float f;
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    s1 s1_1;
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};
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uniform s0 foo0;
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uniform s1 foo1;
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uniform s2 foo2;
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uniform s3 foo3;
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uniform s00 foo00;
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void main()
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{
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    s0 locals0;
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    s2 locals2;
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    s00 locals00;
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    float[6] fArray;
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    s1[10] locals1Array;
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    if (foo3.s2_1[9].i > 0) {
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        locals2.f = 1.0;
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        locals2.s1_1 = s1(0, 1.0, s0(0));
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        fArray = float[6]( 0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
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        locals1Array[6] = foo1;
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        locals0 = s0(0);
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        locals00 = s00(s0(0));
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    } else {
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        locals2.f = coord.x;
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        locals2.s1_1 = s1(1, coord.y, foo0);
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        fArray = float[6]( 0.0, 1.0, 2.0, 3.0, 4.0, 5.0);
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        locals1Array[6] = locals2.s1_1;
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        locals0 = foo1.s0_1;
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        locals00 = foo00;
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    }
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    if (locals0.i > 5)
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        locals0 = locals00.s0_0;
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    gl_FragColor = (float(locals0.i) + locals1Array[6].f + fArray[3] + locals2.s1_1.f) * texture2D(sampler, coord);
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}
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