53 lines
		
	
	
		
			872 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			53 lines
		
	
	
		
			872 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 140
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in float blend;
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in vec4 u;
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bool p;
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in 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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