#version 450 layout(binding = 0) uniform sampler2D uImage; layout(location = 0) in vec4 v0; layout(location = 0) out vec4 FragColor; void main() { float phi; vec4 _45; int _57; _57 = 0; phi = 1.0; _45 = vec4(1.0, 2.0, 1.0, 2.0); for (;;) { FragColor = _45; if (_57 < 4) { if (v0[_57] > 0.0) { vec2 _43 = vec2(phi); _57++; phi += 2.0; _45 = textureLod(uImage, _43, 0.0); continue; } else { break; } } else { break; } } }