#version 130 | |
uniform bool u_b; | |
uniform bvec2 u_b2; | |
uniform bvec3 u_b3; | |
uniform bvec4 u_b4; | |
uniform int u_i; | |
uniform ivec2 u_i2; | |
uniform ivec3 u_i3; | |
uniform ivec4 u_i4; | |
uniform float u_f; | |
uniform vec2 u_f2; | |
uniform vec3 u_f3; | |
uniform vec4 u_f4; | |
uniform bool i_b; | |
uniform bvec2 i_b2; | |
uniform bvec3 i_b3; | |
uniform bvec4 i_b4; | |
flat in int i_i; | |
flat in ivec2 i_i2; | |
flat in ivec3 i_i3; | |
flat in ivec4 i_i4; | |
in float i_f; | |
in vec2 i_f2; | |
in vec3 i_f3; | |
in vec4 i_f4; | |
void main() | |
{ | |
bool b = u_b && i_b; | |
bvec2 b2 = bvec2(u_b2.x && i_b2.x && u_b2.y && i_b2.y); | |
bvec3 b3 = bvec3(u_b3.x && i_b3.x && u_b3.y && i_b3.y && u_b3.z && i_b3.z); | |
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); | |
int i = u_i + i_i; | |
ivec2 i2 = u_i2 + i_i2; | |
ivec3 i3 = u_i3 + i_i3; | |
ivec4 i4 = u_i4 + i_i4; | |
float f = u_f + i_f; | |
vec2 f2 = u_f2 + i_f2; | |
vec3 f3 = u_f3 + i_f3; | |
vec4 f4 = u_f4 + i_f4; | |
gl_FragColor = | |
b || | |
b2.x || | |
b2.y || | |
b3.x || | |
b3.y || | |
b3.z || | |
b4.x || | |
b4.y || | |
b4.z || | |
b4.w ? vec4( | |
i + | |
i2.x + | |
i2.y + | |
i3.x + | |
i3.y + | |
i3.z + | |
i4.x + | |
i4.y + | |
i4.z + | |
i4.w + | |
f + | |
f2.x + | |
f2.y + | |
f3.x + | |
f3.y + | |
f3.z + | |
f4.x + | |
f4.y + | |
f4.z + | |
f4.w) : vec4(1.0); | |
} |