3 GL_ARB_shader_precision
5 [vertex shader passthrough]
8 #extension GL_ARB_shader_precision : require
12 uniform float expected_a;
13 uniform float expected_b;
17 float result = fma(arg0, arg1, arg2);
18 gl_FragColor = result == expected_a || result == expected_b ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
22 uniform float arg0 0xbcf5c28f
23 uniform float arg1 0xbf59999a
24 uniform float arg2 0xbcd0e560
25 uniform float expected_a 0x00000000
26 uniform float expected_b 0x302b020c
28 relative probe rgba (0.0, 0.0) (0.0, 1.0, 0.0, 1.0)
29 uniform float arg0 0x3fd5c28f
30 uniform float arg1 0x3f28f5c3
31 uniform float arg2 0x3f800003
32 uniform float expected_a 0x40068a73
33 uniform float expected_b 0x40068a74
35 relative probe rgba (1.0, 0.0) (0.0, 1.0, 0.0, 1.0)
36 uniform float arg0 0xbcf5c28f
37 uniform float arg1 0x3f28f5c3
38 uniform float arg2 0x3fb5b22d
39 uniform float expected_a 0x3fb3295f
40 uniform float expected_b 0x3fb3295f
42 relative probe rgba (0.0, 1.0) (0.0, 1.0, 0.0, 1.0)
43 uniform float arg0 0x3fef5c29
44 uniform float arg1 0xbcf5c28f
45 uniform float arg2 0x3fc8ef34
46 uniform float expected_a 0x3fc1c0eb
47 uniform float expected_b 0x3fc1c0eb
49 relative probe rgba (1.0, 1.0) (0.0, 1.0, 0.0, 1.0)