9 gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
22 s t1 = s(true, bool(42.0), pos.x > -20000.0, bool(111));
24 float r = ( float(all(bvec4(!t1.x, t1.y, t1.z, t1.w)))
25 + float(all(bvec4( t1.x, !t1.y, t1.z, t1.w)))
26 + float(all(bvec4( t1.x, t1.y, !t1.z, t1.w)))
27 + float(all(bvec4( t1.x, t1.y, t1.z, !t1.w))));
29 float g = float(all(bvec4(t1.x, t1.y, t1.z, t1.w)));
31 gl_FragColor = vec4(r, g, 0.0, 1.0);
36 clear color 0.5 0.5 0.5 0.5
39 probe rgb 15 15 0.0 1.0 0.0