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[require]
GLSL >= 1.30
[vertex shader]
#version 130
void main()
{
gl_Position = gl_Vertex;
}
[fragment shader]
#version 130
uniform ivec4 i;
void main()
{
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
switch (i.x) {
case 0:
if(i.y == 1) {//false
gl_FragColor = vec4(0.0, 0.0, 1.0, 0.0);
break;
}
gl_FragColor = vec4(0.0, 1.0, 0.0, 0.0);//last assign
if(i.z == 0) {//true
break;
gl_FragColor = vec4(0.0, 1.0, 1.0, 0.0);
}
gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0);
break;
gl_FragColor = vec4(1.0, 0.0, 1.0, 0.0);
if(i.w == 1) {//false
gl_FragColor = vec4(1.0, 1.0, 0.0, 0.0);
break;
}
default:
gl_FragColor = vec4(1.0, 1.0, 1.0, 0.0);
break;
}
}
[test]
uniform ivec4 i 0 0 0 0
draw rect -1 -1 2 2
probe all rgba 0 1 0 0
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