3 precision mediump int;
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5 uniform sampler2D samp2D;
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6 in mediump vec2 coord;
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8 struct lunarStruct1 {
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13 struct lunarStruct2 {
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19 struct lunarStruct3 {
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33 lunarStruct2 locals2;
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35 if (foo3.s2_1.i > 0)
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36 locals2 = foo3.s2_1;
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40 gl_FragColor = locals2.s1_1.f * texture(samp2D, coord);
\r