#version 450 layout(binding = 0) uniform sampler2D uImage; layout(location = 0) in vec4 v0; layout(location = 0) out vec4 FragColor; void main() { int i = 0; float phi; vec4 _36; phi = 1.0; _36 = vec4(1.0, 2.0, 1.0, 2.0); for (;;) { FragColor = _36; if (i < 4) { if (v0[i] > 0.0) { vec2 _48 = vec2(phi); i++; phi += 2.0; _36 = textureLod(uImage, _48, 0.0); continue; } else { break; } } else { break; } } }