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https://github.com/KhronosGroup/glslang
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fdf6347f0a
Since EOpMatrixSwizzle is a new op, existing back-ends only work when the front end first decomposes it to other operations. So far, this is only being done for simple assignment into matrix swizzles.
34 lines
812 B
GLSL
34 lines
812 B
GLSL
void ShaderFunction(float inf) : COLOR0
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{
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float3x4 m;
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// tests that convert to non-matrix swizzles
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m._34 = 1.0; // AST should have a normal component select
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m._m23 = 2.0; // same code
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m[2][3] = 2.0; // same code
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m._11_12_13_14 = float4(3.0); // AST should have normal column selection (first row)
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m._m10_m11_m12_m13 = float4(3.0); // AST should have normal column selection (second row)
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m[1] = float4(3.0); // same code
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// tests that stay as matrix swizzles
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float3 f3;
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m._11_22_23 = f3;
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m._21_12_31 = float3(5.0);
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m._11_12_21 = 2 * f3;
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// r-value
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f3 = m._21_12_31;
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}
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float3x3 createMat3x3(float3 a, float3 b, float3 c)
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{
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float3x3 m;
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m._11_21_31 = a;
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m._12_22_32 = b;
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m._13_23_33 = c;
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return m;
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}
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