86 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
			
		
		
	
	
			86 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			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 float unknownInput;
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| bool test_int_b() {
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|     bool ok = true;
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|     ivec4 inputRed = ivec4(colorRed);
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|     ivec4 inputGreen = ivec4(colorGreen);
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|     ivec4 x = inputRed + 2;
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|     ok = ok && x == ivec4(3, 2, 2, 3);
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|     x = inputGreen.ywxz - 2;
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|     ok = ok && x == ivec4(-1, -1, -2, -2);
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|     x = inputRed + inputGreen.y;
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|     ok = ok && x == ivec4(2, 1, 1, 2);
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|     x.xyz = inputGreen.wyw * 9;
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|     ok = ok && x == ivec4(9, 9, 9, 2);
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|     x.xy = x.zw / 3;
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|     ok = ok && x == ivec4(3, 0, 9, 2);
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|     x = (inputRed * 5).yxwz;
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|     ok = ok && x == ivec4(0, 5, 5, 0);
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|     x = 2 + inputRed;
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|     ok = ok && x == ivec4(3, 2, 2, 3);
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|     x = 10 - inputGreen.ywxz;
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|     ok = ok && x == ivec4(9, 9, 10, 10);
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|     x = inputRed.x + inputGreen;
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|     ok = ok && x == ivec4(1, 2, 1, 2);
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|     x.xyz = 9 * inputGreen.wyw;
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|     ok = ok && x == ivec4(9, 9, 9, 2);
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|     x.xy = 36 / x.zw;
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|     ok = ok && x == ivec4(4, 18, 9, 2);
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|     x = (36 / x).yxwz;
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|     ok = ok && x == ivec4(2, 9, 18, 4);
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|     x += 2;
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|     x *= 2;
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|     x -= 4;
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|     x /= 2;
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|     ok = ok && x == ivec4(2, 9, 18, 4);
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|     x = x + 2;
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|     x = x * 2;
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|     x = x - 4;
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|     x = x / 2;
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|     ok = ok && x == ivec4(2, 9, 18, 4);
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|     return ok;
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| }
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| vec4 main() {
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|     bool _0_ok = true;
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|     vec4 _1_inputRed = colorRed;
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|     vec4 _2_inputGreen = colorGreen;
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|     vec4 _3_x = _1_inputRed + 2.0;
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|     _0_ok = _0_ok && _3_x == vec4(3.0, 2.0, 2.0, 3.0);
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|     _3_x = _2_inputGreen.ywxz - 2.0;
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|     _0_ok = _0_ok && _3_x == vec4(-1.0, -1.0, -2.0, -2.0);
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|     _3_x = _1_inputRed + _2_inputGreen.y;
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|     _0_ok = _0_ok && _3_x == vec4(2.0, 1.0, 1.0, 2.0);
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|     _3_x.xyz = _2_inputGreen.wyw * 9.0;
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|     _0_ok = _0_ok && _3_x == vec4(9.0, 9.0, 9.0, 2.0);
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|     _3_x.xy = _3_x.zw / 0.5;
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|     _0_ok = _0_ok && _3_x == vec4(18.0, 4.0, 9.0, 2.0);
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|     _3_x = (_1_inputRed * 5.0).yxwz;
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|     _0_ok = _0_ok && _3_x == vec4(0.0, 5.0, 5.0, 0.0);
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|     _3_x = 2.0 + _1_inputRed;
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|     _0_ok = _0_ok && _3_x == vec4(3.0, 2.0, 2.0, 3.0);
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|     _3_x = 10.0 - _2_inputGreen.ywxz;
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|     _0_ok = _0_ok && _3_x == vec4(9.0, 9.0, 10.0, 10.0);
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|     _3_x = _1_inputRed.x + _2_inputGreen;
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|     _0_ok = _0_ok && _3_x == vec4(1.0, 2.0, 1.0, 2.0);
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|     _3_x.xyz = 9.0 * _2_inputGreen.wyw;
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|     _0_ok = _0_ok && _3_x == vec4(9.0, 9.0, 9.0, 2.0);
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|     _3_x.xy = 36.0 / _3_x.zw;
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|     _0_ok = _0_ok && _3_x == vec4(4.0, 18.0, 9.0, 2.0);
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|     _3_x = (36.0 / _3_x).yxwz;
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|     _0_ok = _0_ok && _3_x == vec4(2.0, 9.0, 18.0, 4.0);
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|     _3_x += 2.0;
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|     _3_x *= 2.0;
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|     _3_x -= 4.0;
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|     _3_x /= 2.0;
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|     _0_ok = _0_ok && _3_x == vec4(2.0, 9.0, 18.0, 4.0);
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|     _3_x = _3_x + 2.0;
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|     _3_x = _3_x * 2.0;
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|     _3_x = _3_x - 4.0;
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|     _3_x = _3_x / 2.0;
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|     _0_ok = _0_ok && _3_x == vec4(2.0, 9.0, 18.0, 4.0);
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|     return _0_ok && test_int_b() ? colorGreen : colorRed;
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| }
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