11 float blendscale = 1.789;
\r
14 vec4 w_undef; // test undef
\r
15 vec4 w_dep = u; // test dependent swizzles
\r
16 vec4 w_reorder = u; // test reordering
\r
18 vec4 w_flow = u; // test flowControl
\r
20 w_reorder.z = blendscale;
\r
24 w_reorder.x = blendscale;
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28 w_reorder.y = blendscale;
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40 gl_FragColor = mix(w_reorder, w_undef, w * w2 * w_dep * w_flow);
\r
43 vec4 rep = vec4(0.0, 0.0, 0.0, 1.0);
\r
51 gl_FragColor += rep;
\r