uniform half4 colorGreen;uniform half4 colorRed;bool a(bool c,float d,float e,float f){float g=float(colorGreen.x+1.);float h[3];h[0]=d;h[1]=e;h[2]=f;float i[3];i[0]=d*g;i[1]=e*g;i[2]=f*g;return c?h==i:h!=i;}bool b(bool c,float d,float e,float f){float g=float(colorGreen.x+2.);float h[3];h[0]=d;h[1]=e;h[2]=f;float i[3];i[0]=d*g;i[1]=e*g;i[2]=f;return c?h==i:h!=i;}vec4 main(vec2 c){float d=float(colorGreen.x/colorGreen.z);float e=float(colorGreen.z/colorGreen.x);float f=float(colorGreen.x*colorGreen.z);float g=float(-colorGreen.x*colorGreen.z);float h=float(colorGreen.y*42.);float i=float(colorGreen.y*43.);float j=float(colorGreen.y*44.);bool k=true;bool l=false;return vec4(((((((a(k,h,g,f)&&!a(l,h,g,f))&&a(l,h,d,e))&&!a(k,h,d,e))&&b(l,h,i,j))&&!b(k,h,i,j))&&b(l,d,g,f))&&!b(k,d,g,f)?colorGreen:colorRed);} |