11 lines
		
	
	
		
			931 B
		
	
	
	
		
			GLSL
		
	
	
	
			
		
		
	
	
			11 lines
		
	
	
		
			931 B
		
	
	
	
		
			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(-1.25, 0.0, 0.5, 0.5);
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|     vec4 expectedB = vec4(-1.25, 0.0, 0.0, 1.0);
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|     return ((((((((((((((min(testInputs.x, 0.5) == expectedA.x && min(testInputs.xy, 0.5) == expectedA.xy) && min(testInputs.xyz, 0.5) == expectedA.xyz) && min(testInputs, 0.5) == expectedA) && -1.25 == expectedA.x) && vec2(-1.25, 0.0) == expectedA.xy) && vec3(-1.25, 0.0, 0.5) == expectedA.xyz) && vec4(-1.25, 0.0, 0.5, 0.5) == expectedA) && min(testInputs.x, colorGreen.x) == expectedB.x) && min(testInputs.xy, colorGreen.xy) == expectedB.xy) && min(testInputs.xyz, colorGreen.xyz) == expectedB.xyz) && min(testInputs, colorGreen) == expectedB) && -1.25 == expectedB.x) && vec2(-1.25, 0.0) == expectedB.xy) && vec3(-1.25, 0.0, 0.0) == expectedB.xyz) && vec4(-1.25, 0.0, 0.0, 1.0) == expectedB ? colorGreen : colorRed;
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| }
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