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#version 110
uniform float blend;
uniform vec4 u;
uniform bool p;
varying vec2 t;
void main()
{
float blendscale = 1.789;
vec4 w = u;
vec4 w_undef; // test undef
vec4 w_dep = u; // test dependent swizzles
vec4 w_reorder = u; // test reordering
vec4 w2 = u;
vec4 w_flow = u; // test flowControl
w_reorder.z = blendscale;
w.wy = t;
w_reorder.x = blendscale;
w2.xyzw = u.zwxy;
w_reorder.y = blendscale;
w_dep.xy = w2.xz;
w_dep.zw = t;
w_undef.xy = u.zw;
if (p)
w_flow.x = t.x;
else
w_flow.x = t.y;
gl_FragColor = mix(w_reorder, w_undef, w * w2 * w_dep * w_flow);
vec2 c = t;
vec4 rep = vec4(0.0, 0.0, 0.0, 1.0);
if (c.x < 0.0)
c.x *= -1.0;
if (c.x <= 1.0)
rep.x = 3.4;
gl_FragColor += rep;
}
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