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- #version 130
- uniform bool u_b;
- uniform bvec2 u_b2;
- uniform bvec3 u_b3;
- uniform bvec4 u_b4;
- uniform int u_i;
- uniform ivec2 u_i2;
- uniform ivec3 u_i3;
- uniform ivec4 u_i4;
-
- uniform float u_f;
- uniform vec2 u_f2;
- uniform vec3 u_f3;
- uniform vec4 u_f4;
- uniform bool i_b;
- uniform bvec2 i_b2;
- uniform bvec3 i_b3;
- uniform bvec4 i_b4;
- flat in int i_i;
- flat in ivec2 i_i2;
- flat in ivec3 i_i3;
- flat in ivec4 i_i4;
- in float i_f;
- in vec2 i_f2;
- in vec3 i_f3;
- in vec4 i_f4;
- void main()
- {
- bool b = u_b && i_b;
- bvec2 b2 = bvec2(u_b2.x && i_b2.x && u_b2.y && i_b2.y);
- bvec3 b3 = bvec3(u_b3.x && i_b3.x && u_b3.y && i_b3.y && u_b3.z && i_b3.z);
- bvec4 b4 = bvec4(u_b4.x && i_b4.x && u_b4.y && i_b4.y && u_b4.z && i_b4.z && u_b4.w && i_b4.w);
- int i = u_i + i_i;
- ivec2 i2 = u_i2 + i_i2;
- ivec3 i3 = u_i3 + i_i3;
- ivec4 i4 = u_i4 + i_i4;
- float f = u_f + i_f;
- vec2 f2 = u_f2 + i_f2;
- vec3 f3 = u_f3 + i_f3;
- vec4 f4 = u_f4 + i_f4;
- gl_FragColor =
- b ||
- b2.x ||
- b2.y ||
- b3.x ||
- b3.y ||
- b3.z ||
- b4.x ||
- b4.y ||
- b4.z ||
- b4.w ? vec4(
- i +
- i2.x +
- i2.y +
- i3.x +
- i3.y +
- i3.z +
- i4.x +
- i4.y +
- i4.z +
- i4.w +
- f +
- f2.x +
- f2.y +
- f3.x +
- f3.y +
- f3.z +
- f4.x +
- f4.y +
- f4.z +
- f4.w) : vec4(1.0);
- }
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