uniform bool bval; | |
uniform bvec2 bval2; | |
uniform bvec3 bval3; | |
uniform bvec4 bval4; | |
void main() | |
{ | |
bool allSet = bval | |
&& bval2[0] && bval2[1] | |
&& bval3[0] && bval3[1] && bval3[2] | |
&& bval4[0] && bval4[1] && bval4[2] && bval4[3]; | |
gl_Position = vec4((allSet ? 1.0 : -1.0), 0.0, 0.0, 1.0); | |
} |