uniform sampler2D mainTex; varying vec2 uv; void main () { int j_1; int i_2; int n_4; vec4 c_8; c_8 = vec4(0.0, 0.0, 0.0, 0.0); for (int i_7 = 0; i_7 < 100; i_7++) { vec2 tmpvar_9; tmpvar_9.x = float(i_7); tmpvar_9.y = float(i_7); c_8.x = (c_8.x + texture2D (mainTex, (uv + tmpvar_9)).x); }; for (int i_6 = 0; i_6 <= 100; i_6 += 3) { vec2 tmpvar_10; tmpvar_10.x = float(i_6); tmpvar_10.y = float(i_6); c_8.x = (c_8.x + texture2D (mainTex, (uv + tmpvar_10)).x); }; for (int i_5 = 100; i_5 >= 0; i_5 = (i_5 - 1)) { vec2 tmpvar_11; tmpvar_11.x = float(i_5); tmpvar_11.y = float(i_5); c_8.x = (c_8.x + texture2D (mainTex, (uv + tmpvar_11)).x); }; n_4 = int((c_8.x * 10.0)); for (int i_3 = 3; i_3 < n_4; i_3++) { vec2 tmpvar_12; tmpvar_12.x = float(i_3); tmpvar_12.y = float(i_3); c_8.x = (c_8.x + texture2D (mainTex, (uv + tmpvar_12)).x); }; i_2 = 1; j_1 = 2; for (; ((i_2 < 100) && (j_1 < 50)); i_2 += 2, j_1 += 3) { vec2 tmpvar_13; tmpvar_13.x = float(i_2); tmpvar_13.y = float(j_1); c_8.x = (c_8.x + texture2D (mainTex, (uv + tmpvar_13)).x); }; gl_FragColor = c_8; } // stats: 43 alu 5 tex 10 flow // inputs: 1 // #0: uv (high float) 2x1 [-1] // textures: 1 // #0: mainTex (high 2d) 0x0 [-1]