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45 lines
1020 B
GLSL
45 lines
1020 B
GLSL
#version 450
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flat in int i1;
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flat in ivec2 i2;
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flat in ivec3 i3;
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flat in ivec4 i4;
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flat in uint u1;
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flat in uvec2 u2;
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flat in uvec3 u3;
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flat in uvec4 u4;
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in float f1;
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in vec2 f2;
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in vec3 f3;
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in vec4 f4;
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out vec4 fragColor;
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void main()
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{
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ivec4 idata = ivec4(0);
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idata.x += floatBitsToInt(f1);
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idata.xy += floatBitsToInt(f2);
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idata.xyz += floatBitsToInt(f3);
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idata += floatBitsToInt(f4);
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uvec4 udata = uvec4(0);
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udata.x += floatBitsToUint(f1);
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udata.xy += floatBitsToUint(f2);
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udata.xyz += floatBitsToUint(f3);
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udata += floatBitsToUint(f4);
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vec4 fdata = vec4(0.0);
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fdata.x += intBitsToFloat(i1);
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fdata.xy += intBitsToFloat(i2);
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fdata.xyz += intBitsToFloat(i3);
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fdata += intBitsToFloat(i4);
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fdata.x += uintBitsToFloat(u1);
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fdata.xy += uintBitsToFloat(u2);
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fdata.xyz += uintBitsToFloat(u3);
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fdata += uintBitsToFloat(u4);
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fragColor = (idata == udata) ? fdata : fdata + vec4(0.2);
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} |