2 #extension GL_ARB_gpu_shader5 : require
3 uniform int expected_value;
8 result = vec4(1.0, 1.0, 1.0, 1.0);
9 int ret_val = floatBitsToInt(value);
10 if (expected_value != ret_val){ result = vec4(0.0, 0.0, 0.0, 0.0); }
12 switch (gl_VertexID) {
13 case 0: gl_Position = vec4(-1.0, 1.0, 0.0, 1.0); break;
14 case 1: gl_Position = vec4( 1.0, 1.0, 0.0, 1.0); break;
15 case 2: gl_Position = vec4(-1.0,-1.0, 0.0, 1.0); break;
16 case 3: gl_Position = vec4( 1.0,-1.0, 0.0, 1.0); break;