2 uniform sampler2D sampler;
\r
5 struct lunarStruct1 {
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10 struct lunarStruct2 {
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16 struct lunarStruct3 {
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17 lunarStruct2 s2_1[3];
\r
24 uniform lunarStruct1 foo;
\r
25 uniform lunarStruct2 foo2[5];
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26 uniform lunarStruct3 foo3;
\r
34 if (foo3.s2_1[1].i > 0)
\r
35 scale = foo2[foo3.s2_1[foo.i].i + 2 + ++iLocal].s1_1.f;
\r
37 scale = foo3.s2_1[0].s1_1.f;
\r
39 //for (int i = 0; i < iLocal; ++i) {
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40 // scale += foo2[i].f;
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43 gl_FragColor = scale * texture2D(sampler, coord);
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45 vec2[3] constructed = vec2[3](coord, vec2(scale), vec2(1.0, 2.0));
\r
46 gl_FragColor += vec4(constructed[foo.i], constructed[foo.i]);
\r