33 lines
		
	
	
		
			877 B
		
	
	
	
		
			GLSL
		
	
	
	
			
		
		
	
	
			33 lines
		
	
	
		
			877 B
		
	
	
	
		
			GLSL
		
	
	
	
| 
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| out vec4 sk_FragColor;
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| uniform vec4 colorRed;
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| uniform vec4 colorGreen;
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| uniform vec4 testInputs;
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| float fn_hh4(vec4 v) {
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|     for (int x = 1;x <= 2; ++x) {
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|         return v.x;
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|     }
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| }
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| vec4 main() {
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|     vec4 v = testInputs;
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|     v = vec4(0.0, v.zyx);
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|     v = vec4(0.0, 0.0, v.xw);
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|     v = vec4(1.0, 1.0, v.wx);
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|     v = vec4(v.zy, 1.0, 1.0);
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|     v = vec4(v.xx, 1.0, 1.0);
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|     v = v.wzwz;
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|     v = vec3(fn_hh4(v), 123.0, 456.0).yyzz;
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|     v = vec3(fn_hh4(v), 123.0, 456.0).yyzz;
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|     v = vec4(123.0, 456.0, 456.0, fn_hh4(v));
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|     v = vec4(123.0, 456.0, 456.0, fn_hh4(v));
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|     v = vec3(fn_hh4(v), 123.0, 456.0).yxxz;
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|     v = vec3(fn_hh4(v), 123.0, 456.0).yxxz;
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|     v = vec4(1.0, 1.0, 2.0, 3.0);
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|     v = vec4(colorRed.xyz, 1.0);
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|     v = vec4(colorRed.x, 1.0, colorRed.yz);
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|     v.wzyx = v;
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|     v.xw = v.yz;
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|     v.zyx = vec3(v.ww, 1.0);
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|     return v == vec4(1.0) ? colorGreen : colorRed;
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| }
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