glslang/Test/300.vert

69 lines
1.8 KiB
GLSL

#version 300 es
uniform mat4x3 m43;
uniform mat3x3 m33;
uniform mat4x4 m44;
in vec3 v3;
varying vec2 v2; // ERROR, varying reserved
in vec4 bad[10]; // ERROR, no arrayed inputs
highp in vec4 badorder; // ERROR, incorrect qualifier order
out invariant vec4 badorder2; // ERROR, incorrect qualifier order
in centroid vec4 badorder4; // ERROR, incorrect qualifier order
out flat vec4 badorder3; // ERROR, incorrect qualifier order
void bar(in const float a); // ERROR, incorrect qualifier order
void bar2(highp in float b); // ERROR, incorrect qualifier order
smooth flat out vec4 rep; // ERROR, replicating interpolation qualification
centroid sample out vec4 rep2; // ERROR, replicating auxiliary qualification
in uniform vec4 rep3; // ERROR, replicating storage qualification
struct S {
vec3 c;
float f;
};
out S s;
void main()
{
int id = gl_VertexID + gl_InstanceID;
int c0 = gl_MaxVertexAttribs;
int c1 = gl_MaxVertexUniformVectors;
int c2 = gl_MaxVertexOutputVectors;
int c3 = gl_MaxFragmentInputVectors;
int c4 = gl_MaxVertexTextureImageUnits;
int c5 = gl_MaxCombinedTextureImageUnits;
int c6 = gl_MaxTextureImageUnits;
int c7 = gl_MaxFragmentUniformVectors;
int c8 = gl_MaxDrawBuffers;
int c9 = gl_MinProgramTexelOffset;
int c10 = gl_MaxProgramTexelOffset;
mat3x4 tm = transpose(m43);
highp float dm = determinant(m44);
mat3x3 im = inverse(m33);
mat3x2 op = outerProduct(v2, v3);
gl_Position = m44[2];
gl_PointSize = v2.y;
s.c = v3;
s.f = dm;
#ifdef GL_ES
#error GL_ES is set
#else
#error GL_ES is not set
#endif
}
float badsize[]; // ERROR
float[] badsize2; // ERROR
uniform ub {
int a[]; // ERROR
} ubInst[]; // ERROR
void foo(int a[]); // ERROR
float okayA[] = float[](3.0, 4.0); // Okay