| // Test whether u_meshBox is correctly set; change fragment color to green if yes. |
| precision mediump float; |
| uniform vec4 u_meshBox; |
| |
| bool areFloatsEqual(float a, float b) |
| { |
| const float epsilon = 0.001; |
| return (a > (b - epsilon)) && (a < (b + epsilon)); |
| } |
| |
| bool areVectorsEqual(vec4 a, vec4 b) |
| { |
| return areFloatsEqual(a.x, b.x) && areFloatsEqual(a.y, b.y) && areFloatsEqual(a.z, b.z) && areFloatsEqual(a.w, b.w); |
| } |
| |
| void main() |
| { |
| gl_FragColor = areVectorsEqual(u_meshBox, vec4(-0.5, -0.5, 1.0, 1.0)) ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0); |
| } |