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65 lines
732 B
GLSL
65 lines
732 B
GLSL
#version 310 es
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precision mediump float;
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layout(std140, binding = 0) uniform UBO
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{
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int some_value;
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};
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struct B
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{
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float a;
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float b;
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};
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void partial_inout(inout vec4 x)
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{
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x.x = 10.0;
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}
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void partial_inout(inout B b)
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{
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b.b = 40.0;
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}
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// Make a complete write, but only conditionally ...
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void branchy_inout(inout vec4 v)
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{
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v.y = 20.0;
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if (some_value == 20)
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{
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v = vec4(50.0);
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}
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}
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void branchy_inout_2(out vec4 v)
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{
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if (some_value == 20)
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{
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v = vec4(50.0);
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}
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else
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{
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v = vec4(70.0);
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}
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v.y = 20.0;
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}
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void complete_inout(out vec4 x)
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{
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x = vec4(50.0);
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}
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void main()
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{
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vec4 a = vec4(10.0);
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partial_inout(a);
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complete_inout(a);
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branchy_inout(a);
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branchy_inout_2(a);
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B b = B(10.0, 20.0);
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partial_inout(b);
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}
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