glslang/Test/specExamples.frag

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GLSL
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#version 430
#extension GL_3DL_array_objects : enable
int a = 0xffffffff; // 32 bits, a gets the value -1
int b = 0xffffffffU; // ERROR: can't convert uint to int
uint c = 0xffffffff; // 32 bits, c gets the value 0xFFFFFFFF
uint d = 0xffffffffU; // 32 bits, d gets the value 0xFFFFFFFF
int e = -1; // the literal is "1", then negation is performed,
// and the resulting non-literal 32-bit signed
// bit pattern of 0xFFFFFFFF is assigned, giving e
// the value of -1.
uint f = -1u; // the literal is "1u", then negation is performed,
// and the resulting non-literal 32-bit unsigned
// bit pattern of 0xFFFFFFFF is assigned, giving f
// the value of 0xFFFFFFFF.
int g = 3000000000; // a signed decimal literal taking 32 bits,
// setting the sign bit, g gets -1294967296
int h = 0xA0000000; // okay, 32-bit signed hexadecimal
int i = 5000000000; // ERROR: needs more than 32 bits
int j = 0xFFFFFFFFF; // ERROR: needs more that 32 bits
int k = 0x80000000; // k gets -2147483648 == 0x80000000
int l = 2147483648; // l gets -2147483648 (the literal set the sign bit)
float fa, fb = 1.5; // single-precision floating-point
double fc, fd = 2.0LF; // double-precision floating-point
vec2 texcoord1, texcoord2;
vec3 position;
vec4 myRGBA;
ivec2 textureLookup;
bvec3 less;
mat2 mat2D;
mat3 optMatrix;
mat4 view, projection;
mat4x4 view; // an alternate way of declaring a mat4
mat3x2 m; // a matrix with 3 columns and 2 rows
dmat4 highPrecisionMVP;
dmat2x4 dm;
struct light {
float intensity;
vec3 position;
} lightVar;
struct S { float f; };
struct T {
//S; // Error: anonymous structures disallowed
//struct { ... }; // Error: embedded structures disallowed
S s; // Okay: nested structures with name are allowed
};
float frequencies[3];
uniform vec4 lightPosition[4];
light lights[];
const int numLights = 2;
light lights[numLights];
in vec3 normal;
centroid in vec2 TexCoord;
invariant centroid in vec4 Color;
noperspective in float temperature;
flat in vec3 myColor;
noperspective centroid in vec2 myTexCoord;
uniform vec4 lightPosition;
uniform vec3 color = vec3(0.7, 0.7, 0.2); // value assigned at link time
in Material {
smooth in vec4 Color1; // legal, input inside in block
smooth vec4 Color2; // legal, 'in' inherited from 'in Material'
vec2 TexCoordA; // legal, TexCoord is an input
uniform float Atten; // illegal, mismatched storage qualifier
};
in Light {
vec4 LightPos;
vec3 LightColor;
};
in ColoredTexture {
vec4 Color;
vec2 TexCoord;
} Materiala; // instance name
vec3 Color; // different Color than Material.Color
in vec4 gl_FragCoord; // redeclaration that changes nothing is allowed
// All the following are allowed redeclaration that change behavior
layout(origin_upper_left) in vec4 gl_FragCoord;
layout(pixel_center_integer) in vec4 gl_FragCoord;
layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord;
layout(early_fragment_tests) in;
// compute shader:
layout (local_size_x = 32, local_size_y = 32) in;
layout (local_size_x = 8) in;
layout(location = 3) out vec4 color;
layout(location = 3, index = 1) out vec4 factor;
layout(location = 2) out vec4 colors[3];
layout (depth_greater) out float gl_FragDepth;
// redeclaration that changes nothing is allowed
out float gl_FragDepth;
// assume it may be modified in any way
layout (depth_any) out float gl_FragDepth;
// assume it may be modified such that its value will only increase
layout (depth_greater) out float gl_FragDepth;
// assume it may be modified such that its value will only decrease
layout (depth_less) out float gl_FragDepth;
// assume it will not be modified
layout (depth_unchanged) out float gl_FragDepth;
in vec4 gl_Color; // predeclared by the fragment language
flat in vec4 gl_Color; // redeclared by user to be flat
float[5] foo(float[5])
{
return float[5](3.4, 4.2, 5.0, 5.2, 1.1);
}
precision highp float;
precision highp int;
precision mediump int;
precision highp float;
void main()
{
{
float a[5] = float[5](3.4, 4.2, 5.0, 5.2, 1.1);
}
{
float a[5] = float[](3.4, 4.2, 5.0, 5.2, 1.1); // same thing
}
{
vec4 a[3][2]; // size-3 array of size-2 array of vec4
vec4[2] a1[3]; // size-3 array of size-2 array of vec4
vec4[3][2] a2; // size-3 array of size-2 array of vec4
vec4 b[2] = vec4[2](vec4(0.0), vec4(0.1));
vec4[3][2] a3 = vec4[3][2](b, b, b); // constructor
void foo(vec4[3][2]); // prototype with unnamed parameter
vec4 a4[3][2] = {vec4[2](vec4(0.0), vec4(1.0)),
vec4[2](vec4(0.0), vec4(1.0)),
vec4[2](vec4(0.0), vec4(1.0)) };
}
{
float a[5];
{
float b[] = a; // b is explicitly size 5
}
{
float b[5] = a; // means the same thing
}
{
float b[] = float[](1,2,3,4,5); // also explicitly sizes to 5
}
a.length(); // returns 5
}
{
vec4 a[3][2];
a.length(); // this is 3
a[x].length(); // this is 2
}
// for an array b containing a member array a:
b[++x].a.length(); // b is never dereferenced, but <20>++x<> is evaluated
// for an array s of a shader storage object containing a member array a:
s[x].a.length(); // s is dereferenced; x needs to be a valid index
//
//All of the following declarations result in a compile-time error.
//float a[2] = { 3.4, 4.2, 5.0 }; // illegal
//vec2 b = { 1.0, 2.0, 3.0 }; // illegal
//mat3x3 c = { vec3(0.0), vec3(1.0), vec3(2.0), vec3(3.0) }; // illegal
//mat2x2 d = { 1.0, 0.0, 0.0, 1.0 }; // illegal, can't flatten nesting
//struct {
// float a;
// int b;
//} e = { 1.2, 2, 3 }; // illegal
struct {
float a;
int b;
} e = { 1.2, 2 }; // legal, all types match
struct {
float a;
int b;
} e = { 1, 3 }; // legal, first initializer is converted
//All of the following declarations result in a compile-time error.
//int a = true; // illegal
//vec4 b[2] = { vec4(0.0), 1.0 }; // illegal
//mat4x2 c = { vec3(0.0), vec3(1.0) }; // illegal
//struct S1 {
// vec4 a;
// vec4 b;
//};
//struct {
// float s;
// float t;
//} d[] = { S1(vec4(0.0), vec4(1.1)) }; // illegal
{
float a[] = float[](3.4, 4.2, 5.0, 5.2, 1.1);
float b[] = { 3.4, 4.2, 5.0, 5.2, 1.1 };
float c[] = a; // c is explicitly size 5
float d[5] = b; // means the same thing
}
{
const vec3 zAxis = vec3 (0.0, 0.0, 1.0);
const float ceiling = a + b; // a and b not necessarily constants
}
{
in vec4 position;
in vec3 normal;
in vec2 texCoord[4];
}
{
lowp float color;
out mediump vec2 P;
lowp ivec2 foo(lowp mat3);
highp mat4 m;
}
}