#version 150 #extension GL_ARB_gpu_shader5 : require uniform int expected_value; uniform float value; out vec4 result; void main() { result = vec4(1.0, 1.0, 1.0, 1.0); int ret_val = floatBitsToInt(value); if (expected_value != ret_val){ result = vec4(0.0, 0.0, 0.0, 0.0); } switch (gl_VertexID) { case 0: gl_Position = vec4(-1.0, 1.0, 0.0, 1.0); break; case 1: gl_Position = vec4( 1.0, 1.0, 0.0, 1.0); break; case 2: gl_Position = vec4(-1.0,-1.0, 0.0, 1.0); break; case 3: gl_Position = vec4( 1.0,-1.0, 0.0, 1.0); break; } }