SPIRV-Cross/reference/shaders/frag/partial-write-preserve.frag
2017-08-09 17:06:41 +02:00

110 lines
1.5 KiB
GLSL

#version 310 es
precision mediump float;
precision highp int;
struct B
{
float a;
float b;
};
layout(binding = 0, std140) uniform UBO
{
mediump int some_value;
} _51;
void partial_inout(inout vec4 x)
{
x.x = 10.0;
}
void complete_inout(out vec4 x)
{
x = vec4(50.0);
}
void branchy_inout(inout vec4 v)
{
v.y = 20.0;
if (_51.some_value == 20)
{
v = vec4(50.0);
}
}
void branchy_inout_2(out vec4 v)
{
if (_51.some_value == 20)
{
v = vec4(50.0);
}
else
{
v = vec4(70.0);
}
v.y = 20.0;
}
void partial_inout(inout B b)
{
b.b = 40.0;
}
void complete_inout(out B b)
{
b = B(100.0, 200.0);
}
void branchy_inout(inout B b)
{
b.b = 20.0;
if (_51.some_value == 20)
{
b = B(10.0, 40.0);
}
}
void branchy_inout_2(out B b)
{
if (_51.some_value == 20)
{
b = B(10.0, 40.0);
}
else
{
b = B(70.0, 70.0);
}
b.b = 20.0;
}
void main()
{
vec4 a = vec4(10.0);
highp vec4 param = a;
partial_inout(param);
a = param;
highp vec4 param_1;
complete_inout(param_1);
a = param_1;
highp vec4 param_2 = a;
branchy_inout(param_2);
a = param_2;
highp vec4 param_3;
branchy_inout_2(param_3);
a = param_3;
B b = B(10.0, 20.0);
B param_4 = b;
partial_inout(param_4);
b = param_4;
B param_5;
complete_inout(param_5);
b = param_5;
B param_6 = b;
branchy_inout(param_6);
b = param_6;
B param_7;
branchy_inout_2(param_7);
b = param_7;
}