#version 310 es precision mediump float; layout(location = 0) out vec4 FragColor; layout(constant_id = 1) const float a = 1.0; layout(constant_id = 2) const float b = 2.0; layout(constant_id = 3) const int c = 3; layout(constant_id = 4) const int d = 4; layout(constant_id = 5) const uint e = 5u; layout(constant_id = 6) const uint f = 6u; layout(constant_id = 7) const bool g = false; layout(constant_id = 8) const bool h = true; // glslang doesn't seem to support partial spec constants or composites yet, so only test the basics. void main() { float t0 = a; float t1 = b; uint c0 = uint(c); // OpIAdd with different types. // FConvert, float-to-double. int c1 = -c; // SNegate int c2 = ~c; // OpNot int c3 = c + d; // OpIAdd int c4 = c - d; // OpISub int c5 = c * d; // OpIMul int c6 = c / d; // OpSDiv uint c7 = e / f; // OpUDiv int c8 = c % d; // OpSMod uint c9 = e % f; // OpUMod // TODO: OpSRem, any way to access this in GLSL? int c10 = c >> d; // OpShiftRightArithmetic uint c11 = e >> f; // OpShiftRightLogical int c12 = c << d; // OpShiftLeftLogical int c13 = c | d; // OpBitwiseOr int c14 = c ^ d; // OpBitwiseXor int c15 = c & d; // OpBitwiseAnd // VectorShuffle, CompositeExtract, CompositeInsert, not testable atm. bool c16 = g || h; // OpLogicalOr bool c17 = g && h; // OpLogicalAnd bool c18 = !g; // OpLogicalNot bool c19 = g == h; // OpLogicalEqual bool c20 = g != h; // OpLogicalNotEqual // OpSelect not testable atm. bool c21 = c == d; // OpIEqual bool c22 = c != d; // OpINotEqual bool c23 = c < d; // OpSLessThan bool c24 = e < f; // OpULessThan bool c25 = c > d; // OpSGreaterThan bool c26 = e > f; // OpUGreaterThan bool c27 = c <= d; // OpSLessThanEqual bool c28 = e <= f; // OpULessThanEqual bool c29 = c >= d; // OpSGreaterThanEqual bool c30 = e >= f; // OpUGreaterThanEqual // OpQuantizeToF16 not testable atm. int c31 = c8 + c3; int c32 = int(e); // OpIAdd with different types. bool c33 = bool(c); // int -> bool bool c34 = bool(e); // uint -> bool int c35 = int(g); // bool -> int uint c36 = uint(g); // bool -> uint float c37 = float(g); // bool -> float FragColor = vec4(t0 + t1); }