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00e45affe9
'texelFetch' requires OpenGLSL 1.30, which requires OpenGL 3.0+. macOS might not support OpenGL 3.0 and 3.1, so adopt 3.2. Updates #1431
31 lines
418 B
GLSL
31 lines
418 B
GLSL
uniform float U0;
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uniform float U1;
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uniform float U2;
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in vec2 A0;
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int F0(in int l0);
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int F0(in int l0) {
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return l0;
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}
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void main(void) {
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int l0 = 0;
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int l2 = 0;
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l0 = 0;
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for (int l1 = 0; l1 < 10; l1++) {
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int l2 = 0;
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l2 = F0(l1);
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l0 = (l0) + (l2);
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for (int l3 = 0; l3 < 10; l3++) {
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int l4 = 0;
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l4 = F0(l3);
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l0 = (l0) + (l4);
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}
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}
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l2 = 0;
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l0 = (l0) + (l2);
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gl_Position = vec4(l0);
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return;
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}
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