13 lines
		
	
	
		
			981 B
		
	
	
	
		
			GLSL
		
	
	
	
			
		
		
	
	
			13 lines
		
	
	
		
			981 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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|     ivec4 intValues = ivec4(testInputs * 100.0);
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|     ivec4 intGreen = ivec4(colorGreen * 100.0);
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|     ivec4 expectedA = ivec4(-125, 0, 50, 50);
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|     ivec4 expectedB = ivec4(-125, 0, 0, 100);
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|     return ((((((((((((((min(intValues.x, 50) == expectedA.x && min(intValues.xy, 50) == expectedA.xy) && min(intValues.xyz, 50) == expectedA.xyz) && min(intValues, 50) == expectedA) && -125 == expectedA.x) && ivec2(-125, 0) == expectedA.xy) && ivec3(-125, 0, 50) == expectedA.xyz) && ivec4(-125, 0, 50, 50) == expectedA) && min(intValues.x, intGreen.x) == expectedB.x) && min(intValues.xy, intGreen.xy) == expectedB.xy) && min(intValues.xyz, intGreen.xyz) == expectedB.xyz) && min(intValues, intGreen) == expectedB) && -125 == expectedB.x) && ivec2(-125, 0) == expectedB.xy) && ivec3(-125, 0, 0) == expectedB.xyz) && ivec4(-125, 0, 0, 100) == expectedB ? colorGreen : colorRed;
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| }
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