321 lines
6.1 KiB
GLSL
321 lines
6.1 KiB
GLSL
#version 130
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uniform vec4 bigColor;
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uniform vec4 bigColor1_1;
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uniform vec4 bigColor1_2;
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uniform vec4 bigColor1_3;
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uniform vec4 bigColor2;
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uniform vec4 bigColor3;
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uniform vec4 bigColor4;
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uniform vec4 bigColor5;
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uniform vec4 bigColor6;
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uniform vec4 bigColor7;
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uniform vec4 bigColor8;
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varying vec4 BaseColor;
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uniform float d;
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uniform float d2;
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uniform float d3;
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uniform float d4;
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uniform float d5;
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uniform float d6;
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uniform float d7;
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uniform float d8;
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uniform float d9;
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uniform float d10;
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uniform float d11;
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uniform float d12;
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uniform float d13;
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uniform float d14;
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uniform float d15;
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uniform float d16;
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uniform float d17;
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uniform float d18;
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uniform float d19;
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uniform float d20;
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uniform float d21;
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uniform float d22;
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uniform float d23;
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uniform float d24;
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uniform float d25;
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uniform float d26;
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uniform float d27;
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uniform float d28;
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uniform float d29;
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uniform float d30;
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uniform float d31;
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uniform float d32;
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uniform float d33;
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uniform float d34;
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uniform int Count;
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void main()
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{
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vec4 color = BaseColor;
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// Not a real loop
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while (true) {
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if (color.x < 0.33) {
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color += vec4(0.33);
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break;
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}
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if (color.x < 0.66) {
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color += vec4(0.66);
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break;
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}
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color += vec4(0.33);
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break;
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}
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// While
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while (color.x < d) {
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color += bigColor;
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}
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// While (latchy)
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while (color.z < d) {
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color += bigColor1_1;
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if (color.w < d)
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continue;
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color += bigColor1_1;
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}
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// While (constant)
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while (color.x < 42.0) {
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++color;
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}
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// While (complicated-conditional)
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while (color.w < d2 && color.y < d3) {
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color += bigColor1_2;
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}
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// While (multi-exit)
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while (color.z < d3) {
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color += bigColor1_3;
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if (color.y < d4)
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break;
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color += bigColor1_3;
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}
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// For (dynamic)
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for (int i = 0; i < Count; ++i) {
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color += bigColor2;
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}
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// Do while
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do {
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color += bigColor3;
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} while (color.x < d2);
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// For (static)
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for (int i = 0; i < 42; ++i) {
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color.z += d3;
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}
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// For (static) flow-control
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for (int i = 0; i < 100; ++i) {
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if (color.z < 20.0)
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color.x++;
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else
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color.y++;
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if (color.w < 20.0)
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if (color.z > color.y)
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0; // do nothing
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}
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// For (static) flow-control with latch merge
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for (int i = 0; i < 120; ++i) {
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if (color.z < 20.0)
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color.x++;
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else
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color.y++;
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}
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// For (static) latchy
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for (int i = 0; i < 42; ++i) {
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color.z += d3;
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if (color.x < d4)
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continue;
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++color.w;
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}
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// For (static) multi-exit
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for (int i = 0; i < 42; ++i) {
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color.z += d3;
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if (color.x < d4)
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break;
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++color.w;
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}
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// Latchy
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do {
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color += bigColor4;
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if (color.x < d4)
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continue;
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if (color.y < d4)
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color.y += d4;
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else
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color.x += d4;
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} while (color.z < d4);
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// Do while flow control
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do {
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color += bigColor5;
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if (color.y < d5)
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color.y += d5;
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} while (color.x < d5);
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// If then loop
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if (color.x < d6) {
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while (color.y < d6)
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color += bigColor6;
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} else {
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while (color.z < d6)
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color.z += bigColor6.z;
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}
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// If then multi-exit
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if (color.x < d6) {
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while (color.y < d6) {
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color += bigColor6;
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if (d7 < 1.0)
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break;
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}
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} else {
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while (color.z < d6)
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color.z += bigColor6.z;
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}
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// Multi-exit
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do {
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if (d7 < 0.0)
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break;
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color += bigColor7;
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if (d7 < 1.0) {
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color.z++;
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break;
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}
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color += BaseColor;
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} while (true);
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// Multi-exit2
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do {
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// invariant conditional break at the top of the loop. This could be a
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// situation where unswitching the loop has no real increases in code
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// size.
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if (d8 < 0.0)
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break;
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color += bigColor7;
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if (d8 < 1.0) {
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color.z++;
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if (d8 < 2.0) {
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color.y++;
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} else {
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color.x++;
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}
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break;
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}
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color += BaseColor;
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} while (color.z < d8);
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// Deep exit
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while (color.w < d9) {
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if (d9 > d8) {
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if (color.x <= d7) {
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if (color.z == 5.0)
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color.w++;
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else
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break;
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}
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}
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}
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// No end loop-back.
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while (color.z < d10) {
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color.y++;
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if (color.y < d11) {
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color.z++;
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if (color.w < d12)
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color.w++;
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else
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color.x++;
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continue;
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}
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color++;
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break;
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}
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// Multi-continue
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while (color.x < 10.0) {
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color += bigColor8;
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if (color.z < d8)
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if (color.w < d6)
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continue;
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color.y += bigColor8.x;
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}
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color++;
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gl_FragColor = color;
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// Early Return
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while (color.x < d14) {
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if (color.y < d15) {
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return;
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}
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else
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color++;
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}
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color++;
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while (color.w < d16) {
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color.w++;
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}
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// While (complicated-conditional)
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while (color.w < d2 && color.y < d3) {
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color += bigColor1_2;
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if (color.z < d3)
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return;
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}
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do {
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if (color.y < d18)
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return;
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color++;
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} while (color.x < d17);
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// Early Discard
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while (color.y < d16) {
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if (color.w < d16) {
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discard;
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} else
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color++;
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}
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color++;
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gl_FragColor = color;
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}
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