45 lines
		
	
	
		
			1020 B
		
	
	
	
		
			GLSL
		
	
	
	
			
		
		
	
	
			45 lines
		
	
	
		
			1020 B
		
	
	
	
		
			GLSL
		
	
	
	
#version 450
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flat in int   i1;
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flat in ivec2 i2;
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flat in ivec3 i3;
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flat in ivec4 i4;
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flat in uint  u1;
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flat in uvec2 u2;
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flat in uvec3 u3;
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flat in uvec4 u4;
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in float f1;
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in vec2  f2;
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in vec3  f3;
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in vec4  f4;
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out vec4 fragColor;
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void main()
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{
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	ivec4 idata = ivec4(0);
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	idata.x     += floatBitsToInt(f1);
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	idata.xy    += floatBitsToInt(f2);
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	idata.xyz   += floatBitsToInt(f3);
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	idata       += floatBitsToInt(f4);
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	uvec4 udata = uvec4(0);
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	udata.x     += floatBitsToUint(f1);
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	udata.xy    += floatBitsToUint(f2);
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	udata.xyz   += floatBitsToUint(f3);
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	udata       += floatBitsToUint(f4);
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	vec4 fdata = vec4(0.0);
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	fdata.x     += intBitsToFloat(i1);
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	fdata.xy    += intBitsToFloat(i2);
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	fdata.xyz   += intBitsToFloat(i3);
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	fdata       += intBitsToFloat(i4);
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    fdata.x     += uintBitsToFloat(u1);
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	fdata.xy    += uintBitsToFloat(u2);
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	fdata.xyz   += uintBitsToFloat(u3);
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	fdata       += uintBitsToFloat(u4);
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    fragColor = (idata == udata) ? fdata : fdata + vec4(0.2);
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} |