3 uniform sampler2D samp2D;
\r
49 s1[10] locals1Array;
\r
51 if (foo3.s2_1[9].i > 0) {
\r
53 locals2.s1_1 = s1(0, 1.0, s0(0));
\r
54 fArray = float[6]( 0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
\r
55 locals1Array[6] = foo1;
\r
57 locals00 = s00(s0(0));
\r
59 locals2.f = coord.x;
\r
60 locals2.s1_1 = s1(1, coord.y, foo0);
\r
61 fArray = float[6]( 0.0, 1.0, 2.0, 3.0, 4.0, 5.0);
\r
62 locals1Array[6] = locals2.s1_1;
\r
63 locals0 = foo1.s0_1;
\r
68 locals0 = locals00.s0_0;
\r
70 gl_FragColor = (float(locals0.i) + locals1Array[6].f + fArray[3] + locals2.s1_1.f) * texture(samp2D, coord);
\r