34 lines
952 B
GLSL
34 lines
952 B
GLSL
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#version 450
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layout(location = 0) in vec4 A;
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layout(location = 1) in vec4 B;
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layout(location = 0) out vec4 FragColor;
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vec4 test_vector()
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{
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bvec4 le = not(greaterThanEqual(A, B));
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bvec4 leq = not(greaterThan(A, B));
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bvec4 ge = not(lessThanEqual(A, B));
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bvec4 geq = not(lessThan(A, B));
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bvec4 eq = not(notEqual(A, B));
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bvec4 neq = not(equal(A, B));
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return ((((mix(vec4(0.0), vec4(1.0), le) + mix(vec4(0.0), vec4(1.0), leq)) + mix(vec4(0.0), vec4(1.0), ge)) + mix(vec4(0.0), vec4(1.0), geq)) + mix(vec4(0.0), vec4(1.0), eq)) + mix(vec4(0.0), vec4(1.0), neq);
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}
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float test_scalar()
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{
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bool le = !(A.x >= B.x);
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bool leq = !(A.x > B.x);
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bool ge = !(A.x <= B.x);
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bool geq = !(A.x < B.x);
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bool eq = !(A.x != B.x);
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bool neq = !(A.x == B.x);
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return ((((float(le) + float(leq)) + float(ge)) + float(geq)) + float(eq)) + float(neq);
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}
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void main()
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{
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FragColor = test_vector() + vec4(test_scalar());
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}
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