3 uniform sampler2D sampler;
\r
31 uniform float[16] uFloatArray;
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32 uniform int condition;
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38 float localFArray[16];
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41 locals2 = foo3.s2_1;
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43 if (foo3.s2_1.i > 0) {
\r
44 locals2.s1_1.f = 1.0;
\r
45 localFArray[4] = coord.x;
\r
46 localIArray[2] = foo3.s2_1.i;
\r
48 locals2.s1_1.f = coord.x;
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49 localFArray[4] = 1.0;
\r
53 if (localIArray[2] == 0)
\r
56 float localArray[16];
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58 localArray[x] = coord.x;
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62 for (int i = 0; i < 16; i++)
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68 locals2.bleh = color;
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69 locals2.bleh.z = coord.y;
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71 gl_FragColor = locals2.bleh * (localFArray[4] + locals2.s1_1.f + localArray[x] + a[x]) * texture2D(sampler, coord);
\r