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