#line 2 /* * Copyright (c) 2025 lax1dude. All Rights Reserved. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. * IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT * NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. * */ // Tests for a D3D bug in ANGLE, this only became an issue recently... precision highp float; precision highp sampler2DShadow; uniform sampler2DShadow u_testSampler; out vec4 fragOut4f; void main() { float stupid = texture(u_testSampler, vec3(69.0, 69.0, 0.5)); for(;;) { if (stupid != 69.0) { stupid = textureLod(u_testSampler, vec3(420.0, 420.0, 0.69), 0.0); break; } if (stupid != 420.0) { stupid = textureLod(u_testSampler, vec3(69.0, 69.0, 0.420), 0.0); break; } fragOut4f = vec4(0.0); return; } fragOut4f = vec4(stupid); }