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43 lines
806 B
GLSL
43 lines
806 B
GLSL
#version 310 es
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precision highp float;
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precision highp int;
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layout(location = 0) out vec4 _fs2p_location0;
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bool test_any_and_all_for_bool() {
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return true;
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}
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void main() {
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vec4 foo = gl_FragCoord;
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vec4 x = vec4(0.0);
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vec4 y = vec4(0.0);
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vec4 z = vec4(0.0);
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vec4 _e1 = dFdx(foo);
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x = _e1;
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vec4 _e3 = dFdy(foo);
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y = _e3;
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vec4 _e5 = fwidth(foo);
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z = _e5;
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vec4 _e7 = dFdx(foo);
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x = _e7;
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vec4 _e8 = dFdy(foo);
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y = _e8;
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vec4 _e9 = fwidth(foo);
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z = _e9;
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vec4 _e10 = dFdx(foo);
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x = _e10;
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vec4 _e11 = dFdy(foo);
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y = _e11;
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vec4 _e12 = fwidth(foo);
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z = _e12;
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bool _e13 = test_any_and_all_for_bool();
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vec4 _e14 = x;
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vec4 _e15 = y;
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vec4 _e17 = z;
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_fs2p_location0 = ((_e14 + _e15) * _e17);
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return;
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}
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