13 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
			
		
		
	
	
			13 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
| 
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| out vec4 sk_FragColor;
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| uniform vec4 testInputs;
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| uniform vec4 colorGreen;
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| uniform vec4 colorRed;
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| vec4 main() {
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|     vec4 expectedA = vec4(-1.0, 0.0, 0.75, 1.0);
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|     const vec4 clampLow = vec4(-1.0, -2.0, -2.0, 1.0);
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|     vec4 expectedB = vec4(-1.0, 0.0, 0.5, 2.25);
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|     const vec4 clampHigh = vec4(1.0, 2.0, 0.5, 3.0);
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|     return ((((((((((((((clamp(testInputs.x, -1.0, 1.0) == expectedA.x && clamp(testInputs.xy, -1.0, 1.0) == expectedA.xy) && clamp(testInputs.xyz, -1.0, 1.0) == expectedA.xyz) && clamp(testInputs, -1.0, 1.0) == expectedA) && clamp(testInputs.x, -1.0, 1.0) == expectedB.x) && clamp(testInputs.xy, vec2(-1.0, -2.0), vec2(1.0, 2.0)) == expectedB.xy) && clamp(testInputs.xyz, vec3(-1.0, -2.0, -2.0), vec3(1.0, 2.0, 0.5)) == expectedB.xyz) && clamp(testInputs, clampLow, clampHigh) == expectedB) && -1.0 == expectedA.x) && vec2(-1.0, 0.0) == expectedA.xy) && vec3(-1.0, 0.0, 0.75) == expectedA.xyz) && vec4(-1.0, 0.0, 0.75, 1.0) == expectedA) && -1.0 == expectedB.x) && vec2(-1.0, 0.0) == expectedB.xy) && vec3(-1.0, 0.0, 0.5) == expectedB.xyz) && vec4(-1.0, 0.0, 0.5, 2.25) == expectedB ? colorGreen : colorRed;
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| }
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