| |
| uniform float unknownInput; |
| uniform vec4 colorRed; |
| uniform vec4 colorGreen; |
| bool test_int_b() { |
| int unknown = int(unknownInput); |
| bool ok = true; |
| ok = ok && ivec4(0) / ivec4(unknown) == ivec4(0); |
| ivec4 val = ivec4(unknown); |
| val += ivec4(1); |
| val -= ivec4(1); |
| val = val + ivec4(1); |
| val = val - ivec4(1); |
| ok = ok && val == ivec4(unknown); |
| val *= ivec4(2); |
| val /= ivec4(2); |
| val = val * ivec4(2); |
| val = val / ivec4(2); |
| ok = ok && val == ivec4(unknown); |
| return ok; |
| } |
| vec4 main() { |
| float _0_unknown = unknownInput; |
| bool _1_ok = true; |
| _1_ok = _1_ok && vec4(0.0) / vec4(_0_unknown) == vec4(0.0); |
| vec4 _2_val = vec4(_0_unknown); |
| _2_val += vec4(1.0); |
| _2_val -= vec4(1.0); |
| _2_val = _2_val + vec4(1.0); |
| _2_val = _2_val - vec4(1.0); |
| _1_ok = _1_ok && _2_val == vec4(_0_unknown); |
| _2_val *= vec4(2.0); |
| _2_val /= vec4(2.0); |
| _2_val = _2_val * vec4(2.0); |
| _2_val = _2_val / vec4(2.0); |
| _1_ok = _1_ok && _2_val == vec4(_0_unknown); |
| return _1_ok && test_int_b() ? colorGreen : colorRed; |
| } |