" // Compute diffuse and specular contributions\n"
#if 0
" gl_FragColor = diffuse * dotProd + specular * pow (dotProd, 20.0);\n"
-#else
+#elif 1 /* test IF/ELSE/ENDIF */
" if (normal.y > 0.0) { \n"
" gl_FragColor = diffuse * dotProd + specular * pow (dotProd, 20.0);\n"
" } \n"
" gl_FragColor = vec4(1, 1, 0, 0); \n"
" } \n"
" } \n"
+#elif 1 /* test LOOP */
+ " while (1) { \n"
+ " if (normal.y >= 0.0) { \n"
+ " gl_FragColor = vec4(1, 0, 0, 0); \n"
+ " break; \n"
+ " } else { \n"
+ " gl_FragColor = diffuse * dotProd + specular * pow (dotProd, 20.0);\n"
+ " break; \n"
+ " } \n"
+ " } \n"
#endif
"}\n"
;