#version 300 uniform half4 colorGreen, colorRed; bool test_same_arrays(bool eq, float f1, float f2, float f3) { float one = colorGreen.r + 1; float a[3]; a[0] = f1; a[1] = f2; a[2] = f3; float b[3]; b[0] = f1 * one; b[1] = f2 * one; b[2] = f3 * one; return eq ? a == b : a != b; } bool test_diff_arrays(bool eq, float f1, float f2, float f3) { float two = colorGreen.r + 2; float a[3]; a[0] = f1; a[1] = f2; a[2] = f3; float b[3]; b[0] = f1 * two; b[1] = f2 * two; b[2] = f3; return eq ? a == b : a != b; } vec4 main(vec2 coords) { float NAN1 = colorGreen.r/colorGreen.b; float NAN2 = colorGreen.b/colorGreen.r; float ZP = +colorGreen.r*colorGreen.b; float ZM = -colorGreen.r*colorGreen.b; float F42 = colorGreen.g * 42.0; float F43 = colorGreen.g * 43.0; float F44 = colorGreen.g * 44.0; bool EQ = true; // Tests for == bool NE = false; // Tests for != return true && test_same_arrays(EQ, F42, ZM, ZP) // equal, including -0 and +0 values && !test_same_arrays(NE, F42, ZM, ZP) // not (not equal) && test_same_arrays(NE, F42, NAN1, NAN2) // NA values always not equal && !test_same_arrays(EQ, F42, NAN1, NAN2) && test_diff_arrays(NE, F42, F43, F44) // one of the normal values not equal && !test_diff_arrays(EQ, F42, F43, F44) && test_diff_arrays(NE, NAN1, ZM, ZP) // one of the normal values not equal && !test_diff_arrays(EQ, NAN1, ZM, ZP) ? colorGreen : colorRed; }