GLSL built-in function
all()
Returns true only when every component is true.
Demo version: GLSL ES 1.00 / WebGL 1Demo stage: Fragment
Syntax
bool all(bvec2 x)
bool all(bvec3 x)
bool all(bvec4 x)Parameters
- x
- Input value or left-hand vector
Return value
One bool: true if every component of x is true, otherwise false.
Live example
Edit the code and the preview updates as you type.
What all does
Returns true only when every component is true.
Read the preview
The orange square is where both tests in lessThan(abs(vec2(x,y)),vec2(0.5)) are true. Set the limit to vec2(0.25) to halve its width and height.
Core call
float(all(lessThan(abs(vec2(x,y)),vec2(0.5))));
A point inside a rectangle must satisfy both coordinate tests.
Experiment
Use vec2(0.75,0.25) instead of vec2(0.5) inside lessThan. The all-test now paints a wide, short rectangle because each axis has its own bound.