40 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
			
		
		
	
	
			40 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
| 
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| out vec4 sk_FragColor;
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| uniform float unknownInput;
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| uniform vec4 colorRed;
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| uniform vec4 colorGreen;
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| bool test_int_b() {
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|     int unknown = int(unknownInput);
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|     bool ok = true;
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|     ok = ok && ivec4(0) / ivec4(unknown) == ivec4(0);
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|     ivec4 val = ivec4(unknown);
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|     val += ivec4(1);
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|     val -= ivec4(1);
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|     val = val + ivec4(1);
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|     val = val - ivec4(1);
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|     ok = ok && val == ivec4(unknown);
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|     val *= ivec4(2);
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|     val /= ivec4(2);
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|     val = val * ivec4(2);
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|     val = val / ivec4(2);
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|     ok = ok && val == ivec4(unknown);
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|     return ok;
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| }
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| vec4 main() {
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|     float _0_unknown = unknownInput;
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|     bool _1_ok = true;
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|     _1_ok = _1_ok && vec4(0.0) / vec4(_0_unknown) == vec4(0.0);
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|     vec4 _2_val = vec4(_0_unknown);
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|     _2_val += vec4(1.0);
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|     _2_val -= vec4(1.0);
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|     _2_val = _2_val + vec4(1.0);
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|     _2_val = _2_val - vec4(1.0);
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|     _1_ok = _1_ok && _2_val == vec4(_0_unknown);
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|     _2_val *= vec4(2.0);
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|     _2_val /= vec4(2.0);
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|     _2_val = _2_val * vec4(2.0);
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|     _2_val = _2_val / vec4(2.0);
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|     _1_ok = _1_ok && _2_val == vec4(_0_unknown);
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|     return _1_ok && test_int_b() ? colorGreen : colorRed;
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| }
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