fpglsl: add some for and while loops
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uniform int KernelSizeInt;
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void main() {
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int i;
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vec4 sum = vec4(0.0);
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for (i = 0; i < KernelSizeInt; ++i) {
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sum.g += 0.25;
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}
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sum.a = 1;
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gl_FragColor = sum;
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}
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void main() {
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float sum = 0.0;
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while (sum < 0.499999) {
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sum += 0.1;
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}
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gl_FragColor = vec4(sum);
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}
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