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# Bug #30415
[require]
GLSL >= 1.10
[vertex shader]
uniform vec4 coord;
void main()
{
gl_Position = gl_Vertex;
gl_TexCoord[0] = coord;
}
[fragment shader]
uniform vec4 vecX, vecY;
uniform int iter;
void main() {
gl_FragColor.yw = vec2(0);
bool b = (dot(gl_TexCoord[0], gl_TexCoord[0]) < 4.0);
gl_FragColor.z = iter == 0 ? vecX.z - vecY.z : 15.0;
if(b)
gl_FragColor.x = 1.0;
}
[test]
uniform vec4 coord 1.0 1.0 1.0 0.0
uniform vec4 vecX 1.0 1.0 1.0 1.0
uniform vec4 vecY 0.5 0.5 0.5 1.0
uniform int iter 0
draw rect -1 -1 2 2
probe all rgb 1.0 0.0 0.5
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