| #version 130 | |
| uniform sampler2D sampler; | |
| varying mediump vec2 coord; | |
| struct lunarStruct1 { | |
| int i; | |
| float f; | |
| }; | |
| struct lunarStruct2 { | |
| int i; | |
| float f; | |
| lunarStruct1 s1_1; | |
| }; | |
| struct lunarStruct3 { | |
| lunarStruct2 s2_1; | |
| int i; | |
| float f; | |
| lunarStruct1 s1_1; | |
| }; | |
| uniform lunarStruct1 foo; | |
| uniform lunarStruct2 foo2; | |
| uniform lunarStruct3 foo3; | |
| void main() | |
| { | |
| lunarStruct2 locals2; | |
| if (foo3.s2_1.i > 0) | |
| locals2 = foo3.s2_1; | |
| else | |
| locals2 = foo2; | |
| gl_FragColor = locals2.s1_1.f * texture2D(sampler, coord); | |
| } |