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#version 140
uniform sampler2D samp2D;
in vec2 coord;
struct lunarStruct1 {
int i;
float f[4];
vec4 color[5];
};
struct lunarStruct2 {
int i[5];
float f;
lunarStruct1 s1_1[7];
};
lunarStruct1 foo;
lunarStruct2 foo2[5];
void main()
{
float scale = 0.0;
if (foo2[3].i[4] > 0)
scale = foo2[3].s1_1[2].color[3].x;
else
scale = foo2[3].s1_1[2].f[3];
gl_FragColor = scale * texture(samp2D, coord);
}
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