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#version 450
flat in int i1;
flat in ivec2 i2;
flat in ivec3 i3;
flat in ivec4 i4;
flat in uint u1;
flat in uvec2 u2;
flat in uvec3 u3;
flat in uvec4 u4;
in float f1;
in vec2 f2;
in vec3 f3;
in vec4 f4;
out vec4 fragColor;
void main()
{
ivec4 idata = ivec4(0);
idata.x += floatBitsToInt(f1);
idata.xy += floatBitsToInt(f2);
idata.xyz += floatBitsToInt(f3);
idata += floatBitsToInt(f4);
uvec4 udata = uvec4(0);
udata.x += floatBitsToUint(f1);
udata.xy += floatBitsToUint(f2);
udata.xyz += floatBitsToUint(f3);
udata += floatBitsToUint(f4);
vec4 fdata = vec4(0.0);
fdata.x += intBitsToFloat(i1);
fdata.xy += intBitsToFloat(i2);
fdata.xyz += intBitsToFloat(i3);
fdata += intBitsToFloat(i4);
fdata.x += uintBitsToFloat(u1);
fdata.xy += uintBitsToFloat(u2);
fdata.xyz += uintBitsToFloat(u3);
fdata += uintBitsToFloat(u4);
fragColor = (idata == udata) ? fdata : fdata + vec4(0.2);
}