24 lines
		
	
	
		
			954 B
		
	
	
	
		
			GLSL
		
	
	
	
			
		
		
	
	
			24 lines
		
	
	
		
			954 B
		
	
	
	
		
			GLSL
		
	
	
	
| 
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| out vec4 sk_FragColor;
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| uniform vec4 colorGreen;
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| uniform vec4 colorRed;
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| struct S {
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|     int x;
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|     int y;
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| };
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| vec4 main() {
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|     float f1[4] = float[4](1.0, 2.0, 3.0, 4.0);
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|     float f2[4] = float[4](1.0, 2.0, 3.0, 4.0);
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|     float f3[4] = float[4](1.0, 2.0, 3.0, -4.0);
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|     ivec3 v1[2] = ivec3[2](ivec3(1, 2, 3), ivec3(4, 5, 6));
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|     ivec3 v2[2] = ivec3[2](ivec3(1, 2, 3), ivec3(4, 5, 6));
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|     ivec3 v3[2] = ivec3[2](ivec3(1, 2, 3), ivec3(4, 5, -6));
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|     mat2 m1[3] = mat2[3](mat2(1.0), mat2(2.0), mat2(3.0, 4.0, 5.0, 6.0));
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|     mat2 m2[3] = mat2[3](mat2(1.0), mat2(2.0), mat2(3.0, 4.0, 5.0, 6.0));
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|     mat2 m3[3] = mat2[3](mat2(1.0), mat2(2.0, 3.0, 4.0, 5.0), mat2(6.0));
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|     S s1[3] = S[3](S(1, 2), S(3, 4), S(5, 6));
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|     S s2[3] = S[3](S(1, 2), S(0, 0), S(5, 6));
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|     S s3[3] = S[3](S(1, 2), S(3, 4), S(5, 6));
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|     return ((((((f1 == f2 && f1 != f3) && v1 == v2) && v1 != v3) && m1 == m2) && m1 != m3) && s1 != s2) && s3 == s1 ? colorGreen : colorRed;
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| }
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