glslang/Test/BestMatchFunction.vert

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