1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
|
[require]
GLSL >= 1.10
[vertex shader]
varying vec4 color;
struct s {
bool x, y, z, w;
};
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
s t1 = s(true, bool(42.0), gl_Vertex.x > -20000.0, bool(111));
float r = ( float(all(bvec4(!t1.x, t1.y, t1.z, t1.w)))
+ float(all(bvec4( t1.x, !t1.y, t1.z, t1.w)))
+ float(all(bvec4( t1.x, t1.y, !t1.z, t1.w)))
+ float(all(bvec4( t1.x, t1.y, t1.z, !t1.w))));
float g = float(all(bvec4(t1.x, t1.y, t1.z, t1.w)));
color = vec4(r, g, 0.0, 1.0);
}
[fragment shader]
varying vec4 color;
void main()
{
gl_FragColor = color;
}
[test]
ortho
clear color 0.5 0.5 0.5 0.5
clear
draw rect 10 10 10 10
probe rgb 15 15 0.0 1.0 0.0
|