2014-02-11 02:06:13 -05:00
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uniform sampler2D mainTex;
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varying vec2 uv;
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void main ()
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{
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int j_1;
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int i_2;
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int n_4;
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vec4 c_8;
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c_8 = vec4(0.0, 0.0, 0.0, 0.0);
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for (int i_7 = 0; i_7 < 100; i_7++) {
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vec2 tmpvar_9;
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tmpvar_9.x = float(i_7);
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tmpvar_9.y = float(i_7);
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c_8.x = (c_8.x + texture2D (mainTex, (uv + tmpvar_9)).x);
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};
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for (int i_6 = 0; i_6 <= 100; i_6 += 3) {
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vec2 tmpvar_10;
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tmpvar_10.x = float(i_6);
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tmpvar_10.y = float(i_6);
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c_8.x = (c_8.x + texture2D (mainTex, (uv + tmpvar_10)).x);
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};
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for (int i_5 = 100; i_5 >= 0; i_5 = (i_5 - 1)) {
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vec2 tmpvar_11;
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tmpvar_11.x = float(i_5);
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tmpvar_11.y = float(i_5);
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c_8.x = (c_8.x + texture2D (mainTex, (uv + tmpvar_11)).x);
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};
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n_4 = int((c_8.x * 10.0));
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2014-10-11 15:32:43 -04:00
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for (int i_3 = 3; i_3 < n_4; i_3++) {
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2014-02-11 02:06:13 -05:00
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vec2 tmpvar_12;
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tmpvar_12.x = float(i_3);
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tmpvar_12.y = float(i_3);
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c_8.x = (c_8.x + texture2D (mainTex, (uv + tmpvar_12)).x);
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};
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i_2 = 1;
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j_1 = 2;
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for (; ((i_2 < 100) && (j_1 < 50)); i_2 += 2, j_1 += 3) {
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vec2 tmpvar_13;
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tmpvar_13.x = float(i_2);
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tmpvar_13.y = float(j_1);
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c_8.x = (c_8.x + texture2D (mainTex, (uv + tmpvar_13)).x);
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};
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gl_FragColor = c_8;
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}
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2014-10-11 15:32:43 -04:00
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// stats: 43 alu 5 tex 10 flow
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// inputs: 1
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// #0: uv (high float) 2x1 [-1]
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// textures: 1
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// #0: mainTex (high 2d) 0x0 [-1]
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