glslang/Test/140.vert

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#version 140
uniform isamplerBuffer sbuf;
layout(std140) uniform blockName {
int anonMem;
};
void main()
{
int id = gl_InstanceID;
id += anonMem;
id += texelFetch(sbuf, 8).w;
gl_ClipVertex; // could be ERROR, but compiling under compatibility profile
gl_Color; // could be ERROR, but compiling under compatibility profile
gl_LightSource[0]; // could be ERROR, but compiling under compatibility profile
gl_DepthRange.far;
gl_TexCoord; // could be ERROR, but compiling under compatibility profile
gl_FogFragCoord; // could be ERROR, but compiling under compatibility profile
gl_FrontColor; // could be ERROR, but compiling under compatibility profile
}
out vec4 gl_Position; // ERROR
layout(location = 9) in vec4 locBad; // ERROR
#extension GL_ARB_explicit_attrib_location : enable
layout(location = 9) in vec4 loc;
#extension GL_ARB_separate_shader_objects : enable
out vec4 gl_Position;
in vec4 gl_Position; // ERROR
out vec3 gl_Position; // ERROR
out float gl_PointSize;
out vec4 gl_ClipVertex;
out float gl_FogFragCoord;
uniform sampler2DRect s2dr;
uniform sampler2DRectShadow s2drs;
in ivec2 itloc2;
in vec2 tloc2;
in vec3 tloc3;
in vec4 tloc4;
void foo()
{
vec4 v = texelFetch(s2dr, itloc2);
v += texelFetch(s2dr, itloc2, 0.2); // ERROR, no lod
v += texture(s2dr, tloc2);
v += texture(s2dr, tloc2, 0.3); // ERROR, no bias
v += texture(s2drs, tloc3);
v += textureProj(s2dr, tloc3);
v += textureProj(s2dr, tloc4);
v += textureProjGradOffset(s2dr, tloc4, ivec2(0.0), ivec2(0.0), ivec2(1,2));
v += textureProjGradOffset(s2drs, tloc4, ivec2(0.0), ivec2(0.0), ivec2(1,2));
}