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[require]
GLSL >= 1.10
[vertex shader]
uniform vec4 arg0;
uniform vec4 arg1;
varying vec4 color;
void main()
{
gl_Position = gl_Vertex;
color.x = float(arg0.xxxx == arg1); /* false */
color.y = float(arg0 == arg1); /* true */
color.z = float(arg0.wzyx == arg1); /* false */
color.w = float(arg0.wzyx == arg1.wzyx); /* true */
}
[fragment shader]
varying vec4 color;
void main()
{
gl_FragColor = color;
}
[test]
uniform vec4 arg0 0.0 1.0 2.0 3.0
uniform vec4 arg1 0.0 1.0 2.0 3.0
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
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