| #version 130 |
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| uniform int c; |
| uniform usampler2D us2D; |
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| in ivec2 x; |
| in vec2 v2a; |
| in float c1D; |
| in vec2 c2D; |
| in vec3 c3D; |
| smooth vec4 c4D; |
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| uniform vec4 v4; |
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| void main() |
| { |
| float f = 3; |
| switch (c) { |
| case 1: |
| f = sin(f); |
| break; |
| case 2: |
| f = f * f; |
| default: |
| f = 3.0; |
| } |
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| uint i; |
| i = texture(us2D, x).w; |
| i << 3u | 0x8Au >> 1u & 0xFFu; |
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| vec3 modfOut, modfIn; |
| vec3 v11 = modf(modfIn, modfOut); |
| float t = trunc(f); |
| vec2 v12 = round(v2a); |
| vec2 v13 = roundEven(v2a); |
| bvec2 b10 = isnan(v2a); |
| bvec4 b11 = isinf(v4); |
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| sinh(c1D) + |
| cosh(c1D) * tanh(c2D); |
| asinh(c4D) + acosh(c4D); |
| atanh(c3D); |
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| int id = gl_VertexID; |
| gl_ClipDistance[1] = 0.3; |
| } |
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| void foo88() |
| { |
| int id = gl_InstanceID; |
| |
| id += texelFetch(id, 8); |
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| gl_ClipVertex; |
| gl_Color; |
| gl_LightSource[0]; |
| gl_DepthRange.far; |
| gl_TexCoord; |
| gl_FogFragCoord; |
| gl_FrontColor; |
| } |
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| #define mac abc##def |
| int mac; |
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| #define macr(A,B) A##B |
| int macr(qrs,tuv); |
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