2017-07-23 19:54:15 +00:00
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#version 320 es
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layout(vertices = 4) out; // ERROR
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layout(quads, cw) in;
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layout(triangles) in; // ERROR
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layout(isolines) in; // ERROR
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layout(ccw) in; // ERROR
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layout(cw) in;
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layout(fractional_odd_spacing) in;
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layout(equal_spacing) in; // ERROR
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layout(fractional_even_spacing) in; // ERROR
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layout(point_mode) in;
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patch in vec4 patchIn;
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patch out vec4 patchOut; // ERROR
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void main()
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{
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barrier(); // ERROR
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int a = gl_MaxTessEvaluationInputComponents +
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gl_MaxTessEvaluationOutputComponents +
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gl_MaxTessEvaluationTextureImageUnits +
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gl_MaxTessEvaluationUniformComponents +
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gl_MaxTessPatchComponents +
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gl_MaxPatchVertices +
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gl_MaxTessGenLevel;
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vec4 p = gl_in[1].gl_Position;
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float ps = gl_in[1].gl_PointSize; // ERROR, need point_size extension
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float cd = gl_in[1].gl_ClipDistance[2]; // ERROR, not in ES
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int pvi = gl_PatchVerticesIn;
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int pid = gl_PrimitiveID;
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vec3 tc = gl_TessCoord;
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float tlo = gl_TessLevelOuter[3];
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float tli = gl_TessLevelInner[1];
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gl_Position = p;
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gl_PointSize = ps; // ERROR, need point_size extension
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gl_ClipDistance[2] = cd; // ERROR, not in ES
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}
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smooth patch in vec4 badp1; // ERROR
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flat patch in vec4 badp2; // ERROR
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noperspective patch in vec4 badp3; // ERROR
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patch sample in vec3 badp4; // ERROR
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#extension GL_ARB_separate_shader_objects : enable
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2018-04-20 01:42:50 +00:00
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in gl_PerVertex
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2017-07-23 19:54:15 +00:00
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{
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vec4 gl_Position;
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} gl_in[];
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in gl_PerVertex // ERROR, second redeclaration of gl_in
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{
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vec4 gl_Position;
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} gl_in[];
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layout(quads, cw) out; // ERROR
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layout(triangles) out; // ERROR
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layout(isolines) out; // ERROR
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layout(cw) out; // ERROR
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layout(fractional_odd_spacing) out; // ERROR
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layout(equal_spacing) out; // ERROR
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layout(fractional_even_spacing) out; // ERROR
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layout(point_mode) out; // ERROR
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in vec2 ina; // ERROR, not array
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in vec2 inb[];
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in vec2 inc[18]; // ERROR, wrong size
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in vec2 ind[gl_MaxPatchVertices];
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in testbla { // ERROR, not array
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int f;
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} bla;
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in testblb {
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int f;
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} blb[];
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in testblc { // ERROR wrong size
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int f;
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} blc[18];
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in testbld {
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int f;
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} bld[gl_MaxPatchVertices];
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layout(location = 23) in vec4 ivla[];
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layout(location = 24) in vec4 ivlb[];
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layout(location = 24) in vec4 ivlc[]; // ERROR, overlap
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layout(location = 23) out vec4 ovla[2];
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layout(location = 24) out vec4 ovlb[2]; // ERROR, overlap
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in float gl_TessLevelOuter[4]; // ERROR, can't redeclare
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patch in pinbn {
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int a;
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} pinbi;
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centroid out vec3 myColor2;
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centroid in vec3 centr[];
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sample out vec4 perSampleColor;
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void bbbad()
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{
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gl_BoundingBoxOES; // ERROR, wrong stage
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}
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