uniform float uni1; uniform vec4 uni4; #line 4 uniform sampler2D tex1; #line 12 float xlat_mutableuni1; vec4 xlat_mutableuni4; #line 6 vec3 SampleDiffuse( in vec2 uv ) { #line 8 xlat_mutableuni4.xy = uv; return vec3( texture2D( tex1, xlat_mutableuni4.xy)); } #line 12 vec4 xlat_main( in vec4 uv ) { vec4 c = vec4( 0.0); c.x += xlat_mutableuni4.x; c.xyz += SampleDiffuse( uv.xy); #line 16 c.z += xlat_mutableuni1; xlat_mutableuni1 += 2.0; c.w += xlat_mutableuni1; return c; } varying vec4 xlv_TEXCOORD0; void main() { xlat_mutableuni1 = uni1; xlat_mutableuni4 = uni4; vec4 xl_retval; xl_retval = xlat_main( vec4(xlv_TEXCOORD0)); gl_FragData[0] = vec4(xl_retval); } // uniforms: // tex1: type 25 arrsize 0 // uni1: type 9 arrsize 0 // uni4: type 12 arrsize 0