50 lines
1.2 KiB
GLSL
50 lines
1.2 KiB
GLSL
#version 100
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struct Foo
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{
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vec4 a;
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vec4 b;
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};
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struct Bar
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{
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vec4 a;
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vec4 b;
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};
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struct Baz
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{
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Foo foo;
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Bar bar;
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};
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varying vec4 _12_a_a;
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varying vec4 _12_a_b;
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varying vec4 _12_b_a;
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varying vec4 _12_b_b;
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varying vec4 baz_foo_a;
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varying vec4 baz_foo_b;
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varying vec4 baz_bar_a;
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varying vec4 baz_bar_b;
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void main()
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{
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_12_a_a = vec4(10.0);
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_12_a_b = vec4(20.0);
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_12_b_a = vec4(30.0);
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_12_b_b = vec4(40.0);
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_12_a_a = Foo(vec4(50.0), vec4(60.0)).a;
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_12_a_b = Foo(vec4(50.0), vec4(60.0)).b;
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_12_b_a = Bar(vec4(50.0), vec4(60.0)).a;
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_12_b_b = Bar(vec4(50.0), vec4(60.0)).b;
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baz_foo_a = Foo(vec4(100.0), vec4(200.0)).a;
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baz_foo_b = Foo(vec4(100.0), vec4(200.0)).b;
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baz_bar_a = Bar(vec4(300.0), vec4(400.0)).a;
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baz_bar_b = Bar(vec4(300.0), vec4(400.0)).b;
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baz_foo_a = Baz(Foo(vec4(1000.0), vec4(2000.0)), Bar(vec4(3000.0), vec4(4000.0))).foo.a;
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baz_foo_b = Baz(Foo(vec4(1000.0), vec4(2000.0)), Bar(vec4(3000.0), vec4(4000.0))).foo.b;
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baz_bar_a = Baz(Foo(vec4(1000.0), vec4(2000.0)), Bar(vec4(3000.0), vec4(4000.0))).bar.a;
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baz_bar_b = Baz(Foo(vec4(1000.0), vec4(2000.0)), Bar(vec4(3000.0), vec4(4000.0))).bar.b;
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}
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