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[require]
GLSL >= 1.10

[vertex shader]
varying vec2 pos;

void main()
{
  gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
  pos = gl_Vertex.xy;
}

[fragment shader]
varying vec2 pos;

struct s {
  bool x, y, z, w;
};

void main()
{
  s t1 = s(true, bool(42.0), pos.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)));

  gl_FragColor = vec4(r, g, 0.0, 1.0);
}

[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