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[require]
GLSL >= 1.10
[vertex shader]
uniform int early_return;
varying vec2 foo1;
void main()
{
gl_Position = gl_Vertex;
foo1 = vec2(0.5);
if (early_return != 0)
return;
foo1 = vec2(0.2);
}
[fragment shader]
varying vec2 foo1;
void main()
{
gl_FragColor.xy = foo1;
gl_FragColor.zw = foo1;
}
[test]
uniform int early_return 1
draw rect -1 -1 2 2
probe all rgba 0.5 0.5 0.5 0.5
uniform int early_return 0
draw rect -1 -1 2 2
probe all rgba 0.2 0.2 0.2 0.2
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