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uniform vec4 args1;
/* In order to make the Mesa compiler not inline the function calls, have
* return statements inside of branches.
*/
float f1(float f)
{
if (f > 0.5)
return 1.0;
else
return 0.0;
}
float f2(float f)
{
if (f < 0.5)
return 1.0;
else
return 0.0;
}
void main()
{
gl_FrontColor = vec4(f1(args1.x),
f1(args1.y),
f2(args1.z),
f2(args1.w));
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
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