3 uniform sampler2D samp2D;
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6 struct lunarStruct1 {
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11 struct lunarStruct2 {
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17 struct lunarStruct3 {
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18 lunarStruct2 s2_1[3];
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25 flat in lunarStruct1 foo;
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26 flat in lunarStruct2 foo2[5];
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27 flat in lunarStruct3 foo3;
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35 if (foo3.s2_1[1].i > 0)
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36 scale = foo2[foo3.s2_1[foo.i].i + 2 + ++iLocal].s1_1.f;
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38 scale = foo3.s2_1[0].s1_1.f;
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40 //for (int i = 0; i < iLocal; ++i) {
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41 // scale += foo2[i].f;
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44 gl_FragColor = scale * texture(samp2D, coord);
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46 vec2[3] constructed = vec2[3](coord, vec2(scale), vec2(1.0, 2.0));
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47 gl_FragColor += vec4(constructed[foo.i], constructed[foo.i]);
\r