blob: 48701d8901e759b0bb7121fcbe9abaa89abd8b59 [file] [log] [blame] [edit]
#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);
}