41 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
			
		
		
	
	
			41 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
| 
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| out vec4 sk_FragColor;
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| uniform vec4 colorGreen;
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| uniform float unknownInput;
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| struct S {
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|     vec4 ah4[1];
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|     float ah[1];
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|     vec4 h4;
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|     float h;
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| };
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| vec4 main() {
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|     S s;
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|     s.ah4[0] = vec4(unknownInput);
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|     s.ah[0] = unknownInput;
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|     s.h4 = vec4(unknownInput);
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|     s.h = unknownInput;
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|     S as[1];
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|     as[0].ah4[0] = vec4(unknownInput);
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|     bool b = bool(unknownInput);
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|     vec4 var;
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|     var = vec4(s.h) * vec4(s.h);
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|     var = vec4(float(b), float(b), float(b), float(!b));
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|     var = s.ah4[0].ywyw * s.ah4[0].wywy;
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|     var = as[0].ah4[0].xyxy * as[0].ah4[0].yxyx;
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|     var = s.h4.zzzz * s.h4.zzzz;
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|     var = colorGreen.xyzx * colorGreen.xyzx;
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|     var = vec4(s.h) * vec4(s.h);
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|     var = vec4(s.h) * vec4(s.h);
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|     var = s.ah4[0].xxxy * s.ah4[0].xxxy;
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|     var = colorGreen * colorGreen;
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|     float _0_h = -s.h;
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|     var = vec4(_0_h) * vec4(_0_h);
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|     bool _1_b = !b;
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|     var = vec4(float(_1_b), float(_1_b), float(_1_b), float(!_1_b));
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|     vec3 _2_h3 = s.h4.yyy + s.h4.zzz;
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|     var = _2_h3.xyzx * _2_h3.xyzx;
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|     vec4 _3_h4 = vec4(s.h4.y, 0.0, 0.0, 1.0);
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|     var = _3_h4 * _3_h4;
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|     return colorGreen;
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| }
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