1d13a3e36a
Introduces an idea of a recompilation making forward progress. There are some extreme edge cases where we need more than 3 loops, but only allow this in specific circumstances where we can reason about forward progress being made.
55 lines
1.4 KiB
GLSL
55 lines
1.4 KiB
GLSL
#version 310 es
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precision mediump float;
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precision highp int;
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const mat4 _34[4] = mat4[](mat4(vec4(1.0), vec4(1.0), vec4(1.0), vec4(1.0)), mat4(vec4(1.0), vec4(1.0), vec4(1.0), vec4(1.0)), mat4(vec4(1.0), vec4(1.0), vec4(1.0), vec4(1.0)), mat4(vec4(1.0), vec4(1.0), vec4(1.0), vec4(1.0)));
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layout(location = 0) out highp vec4 _GLF_color;
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void main()
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{
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for (;;)
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{
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if (gl_FragCoord.x < 10.0)
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{
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_GLF_color = vec4(1.0, 0.0, 0.0, 1.0);
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break;
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}
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for (int _46 = 0; _46 < 4; _46++)
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{
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int _53;
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_53 = 0;
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bool _56;
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for (;;)
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{
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_56 = _53 < 4;
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if (_56)
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{
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if (distance(vec2(1.0), vec2(1.0) / vec2(_34[int(_56)][_46].w)) < 1.0)
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{
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_GLF_color = vec4(1.0);
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int _54 = _53 + 1;
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_53 = _54;
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continue;
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}
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else
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{
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int _54 = _53 + 1;
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_53 = _54;
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continue;
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}
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int _54 = _53 + 1;
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_53 = _54;
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continue;
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}
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else
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{
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break;
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}
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}
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}
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break;
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}
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}
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