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https://github.com/KhronosGroup/glslang
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32c169dbdf
This is part of the change to have desktop shaders respect precision qualifiers on Vulkan, but since the defaults are all highp, and that's different from ES fragment shaders, detect likely cases and warn about them (but being careful to not be too noisy if it's unlikely to be a problem).
42 lines
565 B
GLSL
42 lines
565 B
GLSL
#version 140
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precision mediump int;
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uniform sampler2D samp2D;
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in mediump vec2 coord;
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struct lunarStruct1 {
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int i;
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float f;
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};
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struct lunarStruct2 {
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int i;
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float f;
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lunarStruct1 s1_1;
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};
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struct lunarStruct3 {
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lunarStruct2 s2_1;
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int i;
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float f;
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lunarStruct1 s1_1;
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};
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lunarStruct1 foo;
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lunarStruct2 foo2;
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lunarStruct3 foo3;
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void main()
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{
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lunarStruct2 locals2;
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if (foo3.s2_1.i > 0)
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locals2 = foo3.s2_1;
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else
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locals2 = foo2;
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gl_FragColor = locals2.s1_1.f * texture(samp2D, coord);
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}
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