#define WRATH_GL_FRAGMENT_SHADER //LOCATION( 1, raw string) #define M0(x) fract((x)*0.12) + fract((x)*5.5) //LOCATION( 2, raw string) #define FUNC(x) M0(x) //LOCATION( 3, raw string) //LOCATION( 4, raw string) varying float q; //LOCATION( 1, macro_stress/shaders/frag.glsl) uniform float random; //LOCATION( 2, macro_stress/shaders/frag.glsl) void main(void) //LOCATION( 3, macro_stress/shaders/frag.glsl) { //LOCATION( 4, macro_stress/shaders/frag.glsl) float r; //LOCATION( 5, macro_stress/shaders/frag.glsl) r=FUNC(q+random); //LOCATION( 6, macro_stress/shaders/frag.glsl) gl_FragColor=vec4(r, 1.0, 1.0, 1.0); //LOCATION( 7, macro_stress/shaders/frag.glsl) } //LOCATION( 8, macro_stress/shaders/frag.glsl)