2014-02-11 02:06:13 -05:00
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uniform sampler2D maintex;
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uniform float factor;
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varying vec2 uv;
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void main ()
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{
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vec2 coord_1;
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vec4 tmpvar_2;
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tmpvar_2 = texture2D (maintex, uv);
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coord_1 = tmpvar_2.xy;
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bool tmpvar_3;
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tmpvar_3 = (tmpvar_2.w >= 0.5);
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if (!(tmpvar_3)) {
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coord_1.x = (tmpvar_2.x + factor);
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};
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if (tmpvar_3) {
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coord_1.y = (tmpvar_2.y + factor);
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};
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vec4 tmpvar_4;
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tmpvar_4.zw = vec2(0.0, 0.0);
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tmpvar_4.xy = coord_1;
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gl_FragColor = tmpvar_4;
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}
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2014-10-11 15:32:43 -04:00
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// stats: 5 alu 1 tex 2 flow
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// inputs: 1
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// #0: uv (high float) 2x1 [-1]
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// uniforms: 1 (total size: 0)
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// #0: factor (high float) 1x1 [-1]
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// textures: 1
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// #0: maintex (high 2d) 0x0 [-1]
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