Closed enunes closed 6 years ago
Tested on A20 Mali400 with gbm-surface and the following shaders:
eq:
attribute vec3 positionIn; void main() { vec3 myvar = positionIn; if (positionIn.x == 1.0) myvar.y = 0.5; gl_Position = vec4(myvar, 1); }
ne:
attribute vec3 positionIn; void main() { vec3 myvar = positionIn; if (positionIn.x != 1.0) myvar.y = 0.5; gl_Position = vec4(myvar, 1); }
and:
attribute vec3 positionIn; void main() { vec3 myvar = positionIn; if ((positionIn.x == 1.0) && (positionIn.y == 1.0)) myvar.y = 0.5; gl_Position = vec4(myvar, 1); }
or:
attribute vec3 positionIn; void main() { vec3 myvar = positionIn; if ((positionIn.x == 1.0) || (positionIn.y == 1.0)) myvar.y = 0.5; gl_Position = vec4(myvar, 1); }
Tested on A20 Mali400 with gbm-surface and the following shaders:
eq:
ne:
and:
or: