3 uniform sampler2D sampler;
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4 varying mediump vec2 coord;
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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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25 uniform lunarStruct1 foo;
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26 uniform lunarStruct2 foo2;
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27 uniform lunarStruct3 foo3;
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31 lunarStruct2 locals2;
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33 if (foo3.s2_1.i > 0)
\r
34 locals2 = foo3.s2_1;
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38 gl_FragColor = locals2.s1_1.f * texture2D(sampler, coord);
\r