14 gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
16 s t1 = s(true, bool(42.0), gl_Vertex.x > -20000.0, bool(111));
18 float r = ( float(all(bvec4(!t1.x, t1.y, t1.z, t1.w)))
19 + float(all(bvec4( t1.x, !t1.y, t1.z, t1.w)))
20 + float(all(bvec4( t1.x, t1.y, !t1.z, t1.w)))
21 + float(all(bvec4( t1.x, t1.y, t1.z, !t1.w))));
23 float g = float(all(bvec4(t1.x, t1.y, t1.z, t1.w)));
25 color = vec4(r, g, 0.0, 1.0);
37 clear color 0.5 0.5 0.5 0.5
40 probe rgb 15 15 0.0 1.0 0.0