2013-01-10 18:20:47 +00:00
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#version 130
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lowp vec3 a;
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mediump float b;
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highp int c;
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precision highp float;
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in vec4 i;
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out vec4 o;
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2013-06-24 21:22:03 +00:00
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flat in float fflat;
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smooth in float fsmooth;
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noperspective in float fnop;
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2013-04-25 16:44:03 +00:00
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2013-01-10 18:20:47 +00:00
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void main()
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{
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2013-10-16 22:28:35 +00:00
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float clip = gl_ClipDistance[3];
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2013-01-10 18:20:47 +00:00
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}
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2013-10-21 19:25:59 +00:00
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uniform samplerCube sampC;
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void foo()
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{
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vec4 s = textureGather(sampC, vec3(0.2));
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}
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#extension GL_ARB_texture_gather : enable
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void bar()
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{
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vec4 s = textureGather(sampC, vec3(0.2));
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}
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2013-11-05 18:07:25 +00:00
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flat in vec3 gl_Color; // ERROR, type
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in vec4 gl_Color;
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flat in vec4 gl_Color;
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flat in vec4 gl_Color[2]; // ERROR, array
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vec4 gl_Color; // ERROR, storage
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2013-11-07 17:44:20 +00:00
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#extension GL_ARB_texture_gather : warn
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2013-11-07 23:33:24 +00:00
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void bar2()
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2013-11-07 17:44:20 +00:00
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{
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vec4 s = textureGather(sampC, vec3(0.2));
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2013-11-09 00:18:22 +00:00
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uvec3 uv3;
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bvec3 b3;
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b3 = lessThan(uv3, uv3);
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b3 = equal(uv3, uv3);
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const bvec2 bl1 = greaterThanEqual(uvec2(2, 3), uvec2(3,3));
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const bvec2 bl2 = equal(uvec2(2, 3), uvec2(3,3));
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const bvec2 bl3 = equal(bl1, bl2); // yes, equal
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int a1[int(bl3.x)];
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int a2[int(bl3.y)];
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a1[0]; // size 1
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a2[0]; // size 1
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const bvec4 bl4 = notEqual(greaterThan(uvec4(1,2,3,4), uvec4(0,2,0,6)), lessThanEqual(uvec4(7,8,9,10), uvec4(6, 8, 0, 11))); // compare (t,f,t,f) with (f,t,f,t)
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int a3[int(bl4.x)+int(bl4.y)+int(bl4.z)+int(bl4.w)];
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a3[3]; // size 4
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b3 != b3;
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b3 < b3; // ERROR
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uv3 > uv3; // ERROR
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uvec2(2, 3) >= uvec2(3,3); // ERROR
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int(bl4) <= int(bl4); // true
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int(bl4.x) > int(bl4.y); // false
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2013-11-07 17:44:20 +00:00
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}
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