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#version 400
uniform sampler2D samp2D;
in vec2 coord;
struct lunarStruct1 {
int i;
float f;
};
struct lunarStruct2 {
int i;
float f;
lunarStruct1 s1_1;
};
struct lunarStruct3 {
lunarStruct2 s2_1[3];
int i;
float f;
lunarStruct1 s1_1;
};
flat in lunarStruct1 foo;
flat in lunarStruct2 foo2[5];
flat in lunarStruct3 foo3;
flat in int Count;
void main()
{
float scale;
int iLocal = Count;
if (foo3.s2_1[1].i > 0)
scale = foo2[foo3.s2_1[foo.i].i + 2 + ++iLocal].s1_1.f;
else
scale = foo3.s2_1[0].s1_1.f;
//for (int i = 0; i < iLocal; ++i) {
// scale += foo2[i].f;
//}
gl_FragColor = scale * texture(samp2D, coord);
vec2[3] constructed = vec2[3](coord, vec2(scale), vec2(1.0, 2.0));
gl_FragColor += vec4(constructed[foo.i], constructed[foo.i]);
}
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