2015-05-15 21:32:46 +00:00
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#version 150 core
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in vec4 iv4;
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2016-02-16 03:58:50 +00:00
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in float ps;
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in int ui;
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2016-02-15 22:40:42 +00:00
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uniform sampler2D s2D;
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2015-05-15 21:32:46 +00:00
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invariant gl_Position;
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struct s1 {
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int a;
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int a2;
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vec4 b[3];
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};
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struct s2 {
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int c;
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s1 d[4];
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};
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out s2 s2out;
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void main()
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{
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gl_Position = iv4;
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gl_PointSize = ps;
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gl_ClipDistance[2] = iv4.x;
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int i;
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s2out.d[i].b[2].w = ps;
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2016-02-15 22:40:42 +00:00
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// test non-implicit lod
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texture(s2D, vec2(0.5));
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textureProj(s2D, vec3(0.5));
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textureLod(s2D, vec2(0.5), 3.2);
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2015-05-15 21:32:46 +00:00
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}
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out float gl_ClipDistance[4];
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