#version 120 vec2 xll_matrixindex (mat2 m, int i) { vec2 v; v.x=m[0][i]; v.y=m[1][i]; return v; } vec3 xll_matrixindex (mat3 m, int i) { vec3 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; return v; } vec4 xll_matrixindex (mat4 m, int i) { vec4 v; v.x=m[0][i]; v.y=m[1][i]; v.z=m[2][i]; v.w=m[3][i]; return v; } #line 5 #line 9 #line 15 uniform float val; void vec_upcast( in vec4 f ); void vec_downcast( in vec2 f ); vec2 mat_downcast( in mat3x2 m ); vec4 xlat_main( ); #line 1 void vec_upcast( in vec4 f ) { } #line 5 void vec_downcast( in vec2 f ) { } #line 9 vec2 mat_downcast( in mat3x2 m ) { mat2 m22 = mat2( m); return xll_matrixindex (m22, 0).xx; } #line 16 vec4 xlat_main( ) { vec_upcast( vec4( 0.0)); #line 19 vec_downcast( vec2( 1.0)); mat4 m = mat4( val); mat4x2 m2 = mat4x2( m); #line 23 mat2 m3 = mat2( m2); mat2 m5 = (m3 + mat2( m2)); #line 27 return vec4( (vec2( xll_matrixindex (m, 3)) * mat_downcast( mat3x2( m2))), 0.0, 0.0); } void main() { vec4 xl_retval; xl_retval = xlat_main( ); gl_FragData[0] = vec4(xl_retval); } // uniforms: // val: type 9 arrsize 0