glslang/Test/300BuiltIns.frag

72 lines
1.4 KiB
GLSL

#version 300 es
int imax, imin;
uint umax, umin;
vec3 x, y;
bvec3 bv;
uint uy;
uvec2 uv2c;
uvec2 uv2y;
uvec2 uv2x;
uvec4 uv4y;
ivec3 iv3a;
ivec3 iv3b;
ivec4 iv4a;
ivec4 iv4b;
float f;
vec2 v2a, v2b;
vec4 v4;
void main()
{
// 1.3 int
vec3 v = mix(x, y, bv);
ivec4 iv10 = abs(iv4a);
ivec4 iv11 = sign(iv4a);
ivec4 iv12 = min(iv4a, iv4b);
ivec4 iv13 = min(iv4a, imin);
uvec2 u = min(uv2x, uv2y);
uvec4 uv = min(uv4y, uy);
ivec3 iv14 = max(iv3a, iv3b);
ivec4 iv15 = max(iv4a, imax);
uvec2 u10 = max(uv2x, uv2y);
uvec2 u11 = max(uv2x, uy);
ivec4 iv16 = clamp(iv4a, iv4a, iv4b);
ivec4 iv17 = clamp(iv4a, imin, imax);
uvec2 u12 = clamp(uv2x, uv2y, uv2c);
uvec4 uv10 = clamp(uv4y, umin, umax);
// 1.3 float
vec3 modfOut;
vec3 v11 = modf(x, modfOut);
float t = trunc(f);
vec2 v12 = round(v2a);
vec2 v13 = roundEven(v2a);
bvec2 b10 = isnan(v2a);
bvec4 b11 = isinf(v4);
// 3.3 float
int i = floatBitsToInt(f);
uvec4 uv11 = floatBitsToUint(v4);
vec4 v14 = intBitsToFloat(iv4a);
vec2 v15 = uintBitsToFloat(uv2c);
// 4.0 pack
uint u19 = packSnorm2x16(v2a);
vec2 v20 = unpackSnorm2x16(uy);
uint u15 = packUnorm2x16(v2a);
vec2 v16 = unpackUnorm2x16(uy);
uint u17 = packHalf2x16(v2b);
vec2 v18 = unpackHalf2x16(uy);
// not present
noise2(v18);
}