33 lines
492 B
GLSL
33 lines
492 B
GLSL
#version 310 es
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precision mediump float;
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bool tint_discarded = false;
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layout(location = 1) flat in ivec3 x_1;
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layout(location = 2) out int value;
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int f(int x) {
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if ((x == 10)) {
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tint_discarded = true;
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}
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return x;
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}
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int tint_symbol(ivec3 x) {
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int y = x.x;
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while (true) {
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int r = f(y);
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if ((r == 0)) {
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break;
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}
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}
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return y;
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}
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void main() {
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int inner_result = tint_symbol(x_1);
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value = inner_result;
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if (tint_discarded) {
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discard;
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}
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return;
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}
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