#version 120 #if defined(HLSL2GLSL_ENABLE_ARRAY_120_WORKAROUND) float lut1[3]; #else const float[3] lut1 = float[3]( 0.1, 0.2, 0.3); #endif #if defined(HLSL2GLSL_ENABLE_ARRAY_120_WORKAROUND) vec2 lut2[2]; #else const vec2[2] lut2 = vec2[2]( vec2( 0.1, 0.2), vec2( 0.2, 0.3)); #endif #line 3 #if defined(HLSL2GLSL_ENABLE_ARRAY_120_WORKAROUND) vec4 lut4[1]; #else const vec4[1] lut4 = vec4[1]( vec4( 0.1, 0.2, 0.3, 0.4)); #endif vec4 xlat_main( ); #line 5 vec4 xlat_main( ) { #line 7 vec4 c = vec4( 0.0); int i = 0; for ( ; (i < 3); (++i)) { c.x += lut1[i]; } int i_1 = 0; for ( ; (i_1 < 2); (++i_1)) { c.xy += lut2[i_1]; } #line 12 c += lut4[0]; return c; } void main() { #if defined(HLSL2GLSL_ENABLE_ARRAY_120_WORKAROUND) lut1[0] = 0.1; lut1[1] = 0.2; lut1[2] = 0.3; lut2[0] = vec2( 0.1, 0.2); lut2[1] = vec2( 0.2, 0.3); lut4[0] = vec4( 0.1, 0.2, 0.3, 0.4); #endif vec4 xl_retval; xl_retval = xlat_main( ); gl_FragData[0] = vec4(xl_retval); }