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https://github.com/KhronosGroup/glslang
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21 lines
636 B
GLSL
21 lines
636 B
GLSL
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#version 150
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#extension GL_ARB_gpu_shader5 : require
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uniform ivec4 u1;
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uniform uvec4 u2;
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out vec4 result;
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vec4 f(in vec4 a, in vec4 b){ return a * b;} // choice 1
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vec4 f(in uvec4 a, in uvec4 b){ return vec4(a - b);} // choice 2
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void main()
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{
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result = f(u1, u2); // should match choice 2. which have less implicit conversion.
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switch (gl_VertexID)
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{
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case 0: gl_Position = vec4(-1.0, 1.0, 0.0, 1.0); break;
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case 1: gl_Position = vec4( 1.0, 1.0, 0.0, 1.0); break;
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case 2: gl_Position = vec4(-1.0,-1.0, 0.0, 1.0); break;
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case 3: gl_Position = vec4( 1.0,-1.0, 0.0, 1.0); break;
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}
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}
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