Variable glsl_clipLineToDepthRangeConst

glsl_clipLineToDepthRange: "\nbool clipLineToDepthRange(inout highp vec4 a, inout highp vec4 b) {\n highp float tmin = 0.0, tmax = 1.0;\n highp float k1 = b.w - a.w + a.z - b.z;\n highp float k2 = a.w - b.w + a.z - b.z;\n highp float q1 = (a.z - a.w) / k1;\n highp float q2 = (a.z + a.w) / k2;\n if (k1 > 0.0) tmin = max(tmin, q1);\n else if (k1 < 0.0) tmax = min(tmax, q1);\n if (k2 > 0.0) tmax = min(tmax, q2);\n else if (k2 < 0.0) tmin = max(tmin, q2);\n if (tmin <= tmax) {\n highp vec4 tempA = a;\n highp vec4 tempB = b;\n a = mix(tempA, tempB, tmin);\n b = mix(tempA, tempB, tmax);\n return true;\n }\n return false;\n}\n" = ...

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