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79 lines
1.4 KiB
GLSL
79 lines
1.4 KiB
GLSL
#version 140
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bool u_b;
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bvec2 u_b2;
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bvec3 u_b3;
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bvec4 u_b4;
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flat in int u_i;
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flat in ivec2 u_i2;
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flat in ivec3 u_i3;
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flat in ivec4 u_i4;
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in float u_f;
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in vec2 u_f2;
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in vec3 u_f3;
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in vec4 u_f4;
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bool i_b;
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bvec2 i_b2;
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bvec3 i_b3;
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bvec4 i_b4;
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flat in int i_i;
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flat in ivec2 i_i2;
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flat in ivec3 i_i3;
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flat in ivec4 i_i4;
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in float i_f;
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in vec2 i_f2;
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in vec3 i_f3;
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in vec4 i_f4;
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void main()
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{
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bool b = u_b && i_b;
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bvec2 b2 = bvec2(u_b2.x && i_b2.x && u_b2.y && i_b2.y);
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bvec3 b3 = bvec3(u_b3.x && i_b3.x && u_b3.y && i_b3.y && u_b3.z && i_b3.z);
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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);
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int i = u_i + i_i;
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ivec2 i2 = u_i2 + i_i2;
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ivec3 i3 = u_i3 + i_i3;
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ivec4 i4 = u_i4 + i_i4;
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float f = u_f + i_f;
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vec2 f2 = u_f2 + i_f2;
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vec3 f3 = u_f3 + i_f3;
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vec4 f4 = u_f4 + i_f4;
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gl_FragColor =
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b ||
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b2.x ||
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b2.y ||
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b3.x ||
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b3.y ||
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b3.z ||
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b4.x ||
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b4.y ||
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b4.z ||
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b4.w ? vec4(
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i +
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i2.x +
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i2.y +
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i3.x +
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i3.y +
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i3.z +
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i4.x +
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i4.y +
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i4.z +
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i4.w +
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f +
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f2.x +
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f2.y +
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f3.x +
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f3.y +
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f3.z +
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f4.x +
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f4.y +
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f4.z +
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f4.w) : vec4(1.0);
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}
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