#version 130 uniform vec4 bigColor; uniform vec4 bigColor1_1; uniform vec4 bigColor1_2; uniform vec4 bigColor1_3; uniform vec4 bigColor2; uniform vec4 bigColor3; uniform vec4 bigColor4; uniform vec4 bigColor5; uniform vec4 bigColor6; uniform vec4 bigColor7; uniform vec4 bigColor8; varying vec4 BaseColor; uniform float d; uniform float d2; uniform float d3; uniform float d4; uniform float d5; uniform float d6; uniform float d7; uniform float d8; uniform float d9; uniform float d10; uniform float d11; uniform float d12; uniform float d13; uniform float d14; uniform float d15; uniform float d16; uniform float d17; uniform float d18; uniform float d19; uniform float d20; uniform float d21; uniform float d22; uniform float d23; uniform float d24; uniform float d25; uniform float d26; uniform float d27; uniform float d28; uniform float d29; uniform float d30; uniform float d31; uniform float d32; uniform float d33; uniform float d34; uniform int Count; void main() { vec4 color = BaseColor; // Latchy2 do { color += bigColor4; if (color.x < d4) { color.z += 2.0; if (color.z < d4) { color.x++; continue; } } if (color.y < d4) color.y += d4; else color.x += d4; } while (color.z < d4); // Immediate dominator while (color.w < d13) { if (color.z < d13) color++; else color--; // code from Latchy 2 color += bigColor4; if (color.x < d4) { color.z += 2.0; if (color.z < d4) { color.x++; continue; } } if (color.y < d4) color.y += d4; else color.x += d4; } color++; gl_FragColor = color; }