mirror of
https://github.com/KhronosGroup/glslang
synced 2024-11-10 04:20:06 +00:00
8ec55cdcd2
git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@23874 e7fa87d3-cd2b-0410-9028-fcbf551c1848
116 lines
2.6 KiB
GLSL
116 lines
2.6 KiB
GLSL
#version 300 es
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uniform sampler2D s2D;
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uniform lowp sampler3D s3D;
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uniform samplerCube sCube;
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uniform lowp samplerCubeShadow sCubeShadow;
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uniform lowp sampler2DShadow s2DShadow;
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uniform lowp sampler2DArray s2DArray;
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uniform lowp sampler2DArrayShadow s2DArrayShadow;
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uniform lowp isampler2D is2D;
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uniform lowp isampler3D is3D;
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uniform lowp isamplerCube isCube;
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uniform lowp isampler2DArray is2DArray;
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uniform lowp usampler2D us2D;
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uniform lowp usampler3D us3D;
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uniform lowp usamplerCube usCube;
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uniform lowp usampler2DArray us2DArray;
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precision lowp float;
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in float c1D;
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in vec2 c2D;
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in vec3 c3D;
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smooth vec4 c4D;
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flat in int ic1D;
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flat in ivec2 ic2D;
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flat in ivec3 ic3D;
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flat in ivec4 ic4D;
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noperspective in vec4 badv; // ERROR
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in sampler2D bads; // ERROR
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precision lowp uint; // ERROR
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struct s {
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int i;
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sampler2D s;
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};
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out s badout; // ERROR
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struct S2 {
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vec3 c;
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float f;
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};
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in S2 s2;
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out vec3 sc;
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out float sf;
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uniform sampler2D arrayedSampler[5];
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void main()
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{
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float f;
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vec4 v;
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v = texture(s2D, c2D);
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v = textureProj(s3D, c4D);
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v = textureLod(s2DArray, c3D, 1.2);
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f = textureOffset(s2DShadow, c3D, ic2D, c1D);
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v = texelFetch(s3D, ic3D, ic1D);
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v = texelFetchOffset(arrayedSampler[2], ic2D, 4, ic2D);
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f = textureLodOffset(s2DShadow, c3D, c1D, ic2D);
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v = textureProjLodOffset(s2D, c3D, c1D, ic2D);
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v = textureGrad(sCube, c3D, c3D, c3D);
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f = textureGradOffset(s2DArrayShadow, c4D, c2D, c2D, ic2D);
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v = textureProjGrad(s3D, c4D, c3D, c3D);
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v = textureProjGradOffset(s2D, c3D, c2D, c2D, ic2D);
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v = texture(arrayedSampler[ic1D], c2D); // ERROR
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ivec4 iv;
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iv = texture(is2D, c2D);
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iv = textureProjOffset(is2D, c4D, ic2D);
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iv = textureProjLod(is2D, c3D, c1D);
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iv = textureProjGrad(is2D, c3D, c2D, c2D);
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iv = texture(is3D, c3D, 4.2);
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iv = textureLod(isCube, c3D, c1D);
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iv = texelFetch(is2DArray, ic3D, ic1D);
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iv.xy = textureSize(sCubeShadow, 2);
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float precise;
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double boo; // ERROR
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dvec2 boo2; // ERROR
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dvec3 boo3; // ERROR
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dvec4 boo4; // ERROR
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f += gl_FragCoord.y;
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gl_FragDepth = f;
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sc = s2.c;
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sf = s2.f;
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sinh(c1D) +
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cosh(c1D) * tanh(c2D);
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asinh(c4D) + acosh(c4D);
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atanh(c3D);
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}
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uniform multi {
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int[2] a[3]; // ERROR
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int[2][3] b; // ERROR
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int c[2][3]; // ERROR
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} multiInst[2][3]; // ERROR
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out vec4 colors[4];
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void foo()
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{
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colors[2] = c4D;
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colors[ic1D] = c4D;
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}
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float imageBuffer; // ERROR, reserved
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float uimage2DRect; // ERROR, reserved
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