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18 lines
221 B
GLSL
18 lines
221 B
GLSL
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#version 450
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const bool condition = false;
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uniform ubname {
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bool b;
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} ubinst;
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bool foo(bool b)
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{
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return b != condition;
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}
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void main()
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{
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gl_Position = foo(ubinst.b) ? vec4(0.0) : vec4(1.0);
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}
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