| #version 120 |
|
|
| in vec4 i; |
| out vec4 o; |
|
|
| attribute vec2 attv2; |
| attribute vec4 attv4; |
| uniform sampler2D s2D; |
| invariant varying vec2 centTexCoord; |
| invariant gl_Position; |
| centroid gl_Position; |
| centroid centroid foo; |
| invariant gl_Position, gl_PointSize; |
|
|
| void main() |
| { |
| centTexCoord = attv2; |
| gl_Position = attv4; |
|
|
| gl_ClipVertex = attv4; |
| gl_ClipDistance[1] = 0.2; |
|
|
| vec3[12] a; |
| vec4[a.length()] b; |
| gl_Position = b[b.length()-1]; |
|
|
| float f[]; |
| int a1 = f.length(); |
| float f[7]; |
| int aa = f.length(); |
| int a2 = f.length; |
| int a3 = f.length(a); |
| int a4 = f.flizbit; |
| int a4 = f.flizbit(); |
| float md[2][4]; |
| float[2] md2[4]; |
| float[2][4] md3; |
| float md5, md6[2][3]; |
| float[2] md4, md7[4]; |
| float md9[2][3] = float[2][3](1, 2, 3, 4, 5, 6); |
| float md10, md11[2][3] = float[2][3](1, 2, 3, 4, 5, 6); |
|
|
| gl_PointSize = 3.8; |
| } |
|
|
| uniform float initted = 3.4; |
|
|
| const float concall = sin(0.3); |
|
|
| int[2][3] foo( |
| float[2][3] a, |
| float[2] b[3], |
| float c[2][3]); |
|
|
| int overloadA(in float f); |
| int overloadA(out float f); |
| float overloadA(float); |
| float overloadA(out float f, int); |
| float overloadA(int i); |
|
|
| void overloadB(float, const in float) { } |
|
|
| vec2 overloadC(int, int); |
| vec2 overloadC(const in int, float); |
| vec2 overloadC(float, int); |
| vec2 overloadC(vec2, vec2); |
|
|
| vec3 overloadD(int, float); |
| vec3 overloadD(float, in int); |
|
|
| vec3 overloadE(float[2]); |
| vec3 overloadE(mat2 m); |
| vec3 overloadE(vec2 v); |
|
|
| vec3 overloadF(int); |
| vec3 overloadF(float); |
|
|
| void foo() |
| { |
| float f; |
| int i; |
|
|
| overloadB(f, f); |
| overloadB(f, 2); |
| overloadB(1, i); |
|
|
| overloadC(1); |
| overloadC(1, i); |
| overloadC(vec2(1), vec2(2)); |
| overloadC(f, 3.0); |
| overloadC(ivec2(1), vec2(2)); |
|
|
| overloadD(i, f); |
| overloadD(f, i); |
| overloadD(i, i); |
|
|
| int overloadB; |
| overloadB(1, i); |
|
|
| sin(1); |
| texture2D(s2D, ivec2(0)); |
| clamp(attv4, 0, 1); |
| clamp(ivec4(attv4), 0, 1); |
|
|
| int a[2]; |
| overloadC(a, 3); |
| overloadE(a); |
| overloadE(3.3); |
| overloadE(vec2(3.3)); |
| overloadE(mat2(0.5)); |
| overloadE(ivec4(1)); |
| overloadE(ivec2(1)); |
|
|
| float b[2]; |
| overloadE(b); |
| |
| overloadF(1, 1); |
| overloadF(1); |
| } |
|
|
| varying vec4 gl_TexCoord[35]; |
|
|
| |
| void outFun(in float, out ivec2, in int, out float); |
| int outFunRet(in float, out int, const in int, out ivec4); |
| ivec2 outFunRet(in float, out ivec4, in int, out ivec4); |
|
|
| void foo2() |
| { |
| vec2 v2; |
| vec4 v4; |
| float f; |
| int i; |
|
|
| outFun(i, v2, i, f); |
| outFunRet(i, f, i, v4); |
| float ret = outFunRet(i, f, i, v4); |
| vec2 ret2 = outFunRet(i, v4, i, v4); |
| bool b = any(lessThan(v4, attv4)); |
| } |
|
|
| void noise() |
| { |
| float f1 = noise1(1.0); |
| vec2 f2 = noise2(vec2(1.0)); |
| vec3 f3 = noise3(vec3(1.0)); |
| vec4 f4 = noise4(vec4(1.0)); |
| } |
|
|
| |
|
|
| uniform int c; |
|
|
| attribute ivec2 x; |
| attribute vec2 v2a; |
| attribute float c1D; |
| attribute vec2 c2D; |
| attribute vec3 c3D; |
|
|
| uniform vec4 v4; |
|
|
| void foo213() |
| { |
| float f = 3; |
| switch (c) { |
| case 1: |
| f = sin(f); |
| break; |
| case 2: |
| f = f * f; |
| default: |
| f = 3.0; |
| } |
|
|
| int i; |
| i << 3 | 0x8A >> 1 & 0xFF; // ERRORs... |
| |
| vec3 modfOut, modfIn; |
| vec3 v11 = modf(modfIn, modfOut); // ERRORS... |
| float t = trunc(f); |
| vec2 v12 = round(v2a); |
| vec2 v13 = roundEven(v2a); |
| bvec2 b10 = isnan(v2a); |
| bvec4 b11 = isinf(v4); |
| |
| sinh(c1D) + // ERRORS... |
| cosh(c1D) * tanh(c2D); |
| asinh(c4D) + acosh(c4D); |
| atanh(c3D); |
| |
| int id = gl_VertexID; // ERROR |
| gl_ClipDistance[1] = 0.3; // ERROR |
| } |
| |
| int gl_ModelViewMatrix[] = 0; |
| |
| // token pasting (ERRORS...) |
| |
| #define mac abc##def |
| int mac; |
| |
| #define macr(A,B) A ## B |
| int macr(qrs,tuv); |
| |
| layout(std140) uniform BlockName // ERROR |
| { |
| int test; |
| }; |
| |
| #extension GL_ARB_uniform_buffer_object : enable |
| |
| layout(std140) uniform BlockName |
| { |
| int test; |
| }; |