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/* Test (x+y cmp 0) optimization. */
[require]
GLSL >= 1.10
[vertex shader passthrough]
[fragment shader]
uniform float a;
void main()
{
if ((a - 1.0) >= 0.0)
gl_FragColor = vec4(0, 1, 0, 1);
else
gl_FragColor = vec4(1, 0, 0, 1);
}
[test]
uniform float a 0
draw rect -1 -1 1 2
uniform float a 2
draw rect 0 -1 1 2
probe rgb 125 0 0.0 1.0 0.0
probe rgb 0 0 1.0 0.0 0.0
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