blob: ce2d2a0b2488ae97fb9face4f355bd149763be19 [file] [log] [blame] [edit]
#version 130
uniform vec4 bigColor;
uniform vec4 bigColor1_1;
uniform vec4 bigColor1_2;
uniform vec4 bigColor1_3;
uniform vec4 bigColor2;
uniform vec4 bigColor3;
uniform vec4 bigColor4;
uniform vec4 bigColor5;
uniform vec4 bigColor6;
uniform vec4 bigColor7;
uniform vec4 bigColor8;
varying vec4 BaseColor;
uniform float d;
uniform float d2;
uniform float d3;
uniform float d4;
uniform float d5;
uniform float d6;
uniform float d7;
uniform float d8;
uniform float d9;
uniform float d10;
uniform float d11;
uniform float d12;
uniform float d13;
uniform float d14;
uniform float d15;
uniform float d16;
uniform float d17;
uniform float d18;
uniform float d19;
uniform float d20;
uniform float d21;
uniform float d22;
uniform float d23;
uniform float d24;
uniform float d25;
uniform float d26;
uniform float d27;
uniform float d28;
uniform float d29;
uniform float d30;
uniform float d31;
uniform float d32;
uniform float d33;
uniform float d34;
uniform int Count;
void main()
{
vec4 color = BaseColor;
// Not a real loop
while (true) {
if (color.x < 0.33) {
color += vec4(0.33);
break;
}
if (color.x < 0.66) {
color += vec4(0.66);
break;
}
color += vec4(0.33);
break;
}
// While
while (color.x < d) {
color += bigColor;
}
// While (latchy)
while (color.z < d) {
color += bigColor1_1;
if (color.w < d)
continue;
color += bigColor1_1;
}
// While (constant)
while (color.x < 42.0) {
++color;
}
// While (complicated-conditional)
while (color.w < d2 && color.y < d3) {
color += bigColor1_2;
}
// While (multi-exit)
while (color.z < d3) {
color += bigColor1_3;
if (color.y < d4)
break;
color += bigColor1_3;
}
// For (dynamic)
for (int i = 0; i < Count; ++i) {
color += bigColor2;
}
// Do while
do {
color += bigColor3;
} while (color.x < d2);
// For (static)
for (int i = 0; i < 42; ++i) {
color.z += d3;
}
// For (static) flow-control
for (int i = 0; i < 100; ++i) {
if (color.z < 20.0)
color.x++;
else
color.y++;
if (color.w < 20.0)
if (color.z > color.y)
0; // do nothing
}
// For (static) flow-control with latch merge
for (int i = 0; i < 120; ++i) {
if (color.z < 20.0)
color.x++;
else
color.y++;
}
// For (static) latchy
for (int i = 0; i < 42; ++i) {
color.z += d3;
if (color.x < d4)
continue;
++color.w;
}
// For (static) multi-exit
for (int i = 0; i < 42; ++i) {
color.z += d3;
if (color.x < d4)
break;
++color.w;
}
// Latchy
do {
color += bigColor4;
if (color.x < d4)
continue;
if (color.y < d4)
color.y += d4;
else
color.x += d4;
} while (color.z < d4);
// Do while flow control
do {
color += bigColor5;
if (color.y < d5)
color.y += d5;
} while (color.x < d5);
// If then loop
if (color.x < d6) {
while (color.y < d6)
color += bigColor6;
} else {
while (color.z < d6)
color.z += bigColor6.z;
}
// If then multi-exit
if (color.x < d6) {
while (color.y < d6) {
color += bigColor6;
if (d7 < 1.0)
break;
}
} else {
while (color.z < d6)
color.z += bigColor6.z;
}
// Multi-exit
do {
if (d7 < 0.0)
break;
color += bigColor7;
if (d7 < 1.0) {
color.z++;
break;
}
color += BaseColor;
} while (true);
// Multi-exit2
do {
// invariant conditional break at the top of the loop. This could be a
// situation where unswitching the loop has no real increases in code
// size.
if (d8 < 0.0)
break;
color += bigColor7;
if (d8 < 1.0) {
color.z++;
if (d8 < 2.0) {
color.y++;
} else {
color.x++;
}
break;
}
color += BaseColor;
} while (color.z < d8);
// Deep exit
while (color.w < d9) {
if (d9 > d8) {
if (color.x <= d7) {
if (color.z == 5.0)
color.w++;
else
break;
}
}
}
// No end loop-back.
while (color.z < d10) {
color.y++;
if (color.y < d11) {
color.z++;
if (color.w < d12)
color.w++;
else
color.x++;
continue;
}
color++;
break;
}
// Multi-continue
while (color.x < 10.0) {
color += bigColor8;
if (color.z < d8)
if (color.w < d6)
continue;
color.y += bigColor8.x;
}
color++;
gl_FragColor = color;
// Early Return
while (color.x < d14) {
if (color.y < d15) {
return;
}
else
color++;
}
color++;
while (color.w < d16) {
color.w++;
}
// While (complicated-conditional)
while (color.w < d2 && color.y < d3) {
color += bigColor1_2;
if (color.z < d3)
return;
}
do {
if (color.y < d18)
return;
color++;
} while (color.x < d17);
// Early Discard
while (color.y < d16) {
if (color.w < d16) {
discard;
} else
color++;
}
color++;
gl_FragColor = color;
}