uniform float4 u1; | |
uniform float4 u2; | |
uniform float4 u3; | |
uniform float4 u4; | |
float index_clamped_out_of_bounds_0(); | |
float index_clamped_out_of_bounds_0() | |
{ | |
for (int i = 7;i < 8; i++) | |
{ | |
return u4[i]; | |
} | |
} | |
float4 main(float2 xy) | |
{ | |
float _0_sum = 0.0; | |
for (int _1_i = 0;_1_i < 4; ++_1_i) | |
{ | |
_0_sum += u2[_1_i]; | |
} | |
float _2_prod = 1.0; | |
for (int _3_i = 0;_3_i < 4; ++_3_i) | |
{ | |
_2_prod *= u3[_3_i < 2 ? 0 : _3_i]; | |
} | |
return half4(float4(u1.x, _0_sum, _2_prod, index_clamped_out_of_bounds_0())); | |
} |