Files

44 lines
1.4 KiB
GLSL

#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);
}