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- #version 110
- uniform float blend;
- uniform vec4 u;
- uniform bool p;
- varying vec2 t;
- void main()
- {
- float blendscale = 1.789;
- vec4 w = u;
- vec4 w_undef; // test undef
- vec4 w_dep = u; // test dependent swizzles
- vec4 w_reorder = u; // test reordering
- vec4 w2 = u;
- vec4 w_flow = u; // test flowControl
- w_reorder.z = blendscale;
- w.wy = t;
- w_reorder.x = blendscale;
- w2.xyzw = u.zwxy;
- w_reorder.y = blendscale;
- w_dep.xy = w2.xz;
- w_dep.zw = t;
- w_undef.xy = u.zw;
- if (p)
- w_flow.x = t.x;
- else
- w_flow.x = t.y;
- gl_FragColor = mix(w_reorder, w_undef, w * w2 * w_dep * w_flow);
- vec2 c = t;
- vec4 rep = vec4(0.0, 0.0, 0.0, 1.0);
- if (c.x < 0.0)
- c.x *= -1.0;
- if (c.x <= 1.0)
- rep.x = 3.4;
- gl_FragColor += rep;
- }
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