1#version 110 2 3uniform float blend; 4uniform vec4 u; 5uniform bool p; 6 7varying vec2 t; 8 9void main() 10{ 11 float blendscale = 1.789; 12 13 vec4 w = u; 14 vec4 w_undef; // test undef 15 vec4 w_dep = u; // test dependent swizzles 16 vec4 w_reorder = u; // test reordering 17 vec4 w2 = u; 18 vec4 w_flow = u; // test flowControl 19 20 w_reorder.z = blendscale; 21 22 w.wy = t; 23 24 w_reorder.x = blendscale; 25 26 w2.xyzw = u.zwxy; 27 28 w_reorder.y = blendscale; 29 30 w_dep.xy = w2.xz; 31 w_dep.zw = t; 32 33 w_undef.xy = u.zw; 34 35 if (p) 36 w_flow.x = t.x; 37 else 38 w_flow.x = t.y; 39 40 gl_FragColor = mix(w_reorder, w_undef, w * w2 * w_dep * w_flow); 41 42 vec2 c = t; 43 vec4 rep = vec4(0.0, 0.0, 0.0, 1.0); 44 45 if (c.x < 0.0) 46 c.x *= -1.0; 47 48 if (c.x <= 1.0) 49 rep.x = 3.4; 50 51 gl_FragColor += rep; 52} 53