#version 140 uniform float blend; uniform vec4 u; uniform bool p; in vec2 t; void main() { float blendscale = 1.789; vec4 w = u; vec4 w_undef; // test undef vec4 w_dep = u; // test dependent swizzles vec4 w_reorder = u; // test reordering vec4 w2 = u; vec4 w_flow = u; // test flowControl w_reorder.z = blendscale; w.wy = t; w_reorder.x = blendscale; w2.xyzw = u.zwxy; w_reorder.y = blendscale; w_dep.xy = w2.xz; w_dep.zw = t; w_undef.xy = u.zw; if (p) w_flow.x = t.x; else w_flow.x = t.y; gl_FragColor = mix(w_reorder, w_undef, w * w2 * w_dep * w_flow); vec2 c = t; vec4 rep = vec4(0.0, 0.0, 0.0, 1.0); if (c.x < 0.0) c.x *= -1.0; if (c.x <= 1.0) rep.x = 3.4; gl_FragColor += rep; }