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[require]
GLSL >= 1.20
[vertex shader]
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
[fragment shader]
void main()
{
const vec3 v = inversesqrt(vec3(16.0));
/* The following values are undefined but the compiler should not crash. */
const float undef1 = inversesqrt(0.0);
const float undef2 = inversesqrt(-1.0);
gl_FragColor = vec4(v, undef1 + undef2);
}
[test]
draw rect -1 -1 2 2
probe all rgb 0.25 0.25 0.25
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