| #version 130 | |
| uniform sampler2D sampler; | |
| varying mediump vec2 coord; | |
| varying vec4 u, w; | |
| struct s1 { | |
| int i; | |
| float f; | |
| }; | |
| struct s2 { | |
| int i; | |
| float f; | |
| s1 s1_1; | |
| }; | |
| uniform s1 foo1; | |
| uniform s2 foo2a; | |
| uniform s2 foo2b; | |
| void main() | |
| { | |
| vec4 v; | |
| s1 a[3], b[3]; | |
| a = s1[3](s1(int(u.x), u.y), s1(int(u.z), u.w), s1(14, 14.0)); | |
| b = s1[3](s1(17, 17.0), s1(int(w.x), w.y), s1(int(w.z), w.w)); | |
| if (foo2a == foo2b) | |
| v = texture2D(sampler, coord); | |
| else | |
| v = texture2D(sampler, 2.0*coord); | |
| if (u == v) | |
| v *= 3.0; | |
| if (u != v) | |
| v *= 4.0; | |
| if (coord == v.yw) | |
| v *= 5.0; | |
| if (a == b) | |
| v *= 6.0; | |
| if (a != b) | |
| v *= 7.0; | |
| gl_FragColor = v; | |
| } |