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Jun 11th, 2019
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  1. #version 300 es
  2.  
  3. #ifndef REDUCER
  4. #define _GLF_ZERO(X, Y)          (Y)
  5. #define _GLF_ONE(X, Y)           (Y)
  6. #define _GLF_FALSE(X, Y)         (Y)
  7. #define _GLF_TRUE(X, Y)          (Y)
  8. #define _GLF_IDENTITY(X, Y)      (Y)
  9. #define _GLF_DEAD(X)             (X)
  10. #define _GLF_FUZZED(X)           (X)
  11. #define _GLF_WRAPPED_LOOP(X)     X
  12. #define _GLF_WRAPPED_IF_TRUE(X)  X
  13. #define _GLF_WRAPPED_IF_FALSE(X) X
  14. #define _GLF_SWITCH(X)           X
  15. #endif
  16.  
  17. // END OF GENERATED HEADER
  18. precision highp float;
  19.  
  20. uniform vec2 injectionSwitch;
  21.  
  22. layout(location = 0) out vec4 _GLF_color;
  23.  
  24. void main()
  25. {
  26.  for(
  27.      int _injected_loop_counter = 0;
  28.      1 != int((injectionSwitch.y));
  29.      1
  30.  )
  31.   {
  32.    if((injectionSwitch.y < 0.0))
  33.     {
  34.      return;
  35.     }
  36.   }
  37.  do
  38.   {
  39.    _GLF_color = vec4(1.0);
  40.    if((gl_FragCoord.x < -20.0))
  41.     {
  42.      discard;
  43.     }
  44.   }
  45.  while((true));
  46. }
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