#define WRATH_GL_FRAGMENT_SHADER uniform float random; //LOCATION( 1, raw string) //LOCATION( 1, raw string) float frag_function(float p) //LOCATION( 2, raw string) { //LOCATION( 3, raw string) //LOCATION( 4, raw string) return 0.0 //LOCATION( 5, raw string) +fract(p+random+float(0)/float(5) ) //LOCATION( 6, raw string) +fract(p+random+float(1)/float(5) ) //LOCATION( 7, raw string) +fract(p+random+float(2)/float(5) ) //LOCATION( 8, raw string) +fract(p+random+float(3)/float(5) ) //LOCATION( 9, raw string) +fract(p+random+float(4)/float(5) ); //LOCATION( 10, raw string) } //LOCATION( 11, raw string) varying float q; //LOCATION( 1, loop_stress/shaders/frag.glsl) void main(void) //LOCATION( 2, loop_stress/shaders/frag.glsl) { //LOCATION( 3, loop_stress/shaders/frag.glsl) float r; //LOCATION( 4, loop_stress/shaders/frag.glsl) //LOCATION( 5, loop_stress/shaders/frag.glsl) r=frag_function(q); //LOCATION( 6, loop_stress/shaders/frag.glsl) gl_FragColor=vec4(r, 1.0, 1.0, 1.0); //LOCATION( 7, loop_stress/shaders/frag.glsl) } //LOCATION( 8, loop_stress/shaders/frag.glsl)