blob: 2f196af8edae0c2b133f79e9e358678ddee658ed [file] [log] [blame]
#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;
}