mirror of
https://github.com/RPCS3/glslang.git
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79 lines
1.4 KiB
GLSL
79 lines
1.4 KiB
GLSL
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#version 130
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uniform int c;
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uniform usampler2D us2D;
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in ivec2 x;
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in vec2 v2a;
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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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uniform vec4 v4;
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void main()
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{
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float f = 3;
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switch (c) { // full switch testing in switch.frag
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case 1:
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f = sin(f);
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break;
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case 2:
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f = f * f;
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default:
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f = 3.0;
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}
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uint i;
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i = texture(us2D, x).w; // full uint testing in uint.frag
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i << 3u | 0x8Au >> 1u & 0xFFu;
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vec3 modfOut, modfIn;
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vec3 v11 = modf(modfIn, modfOut);
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float t = trunc(f);
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vec2 v12 = round(v2a);
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vec2 v13 = roundEven(v2a);
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bvec2 b10 = isnan(v2a);
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bvec4 b11 = isinf(v4);
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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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int id = gl_VertexID;
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gl_ClipDistance[1] = 0.3;
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}
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// version 140 features
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//uniform isamplerBuffer sbuf;
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//layout(std140) uniform blockName {
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// int anonMem;
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//};
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void foo88()
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{
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int id = gl_InstanceID; // ERROR
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//id += anonMem;
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id += texelFetch(id, 8);
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gl_ClipVertex; // these are all present...
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gl_Color;
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gl_LightSource[0];
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gl_DepthRange.far;
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gl_TexCoord;
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gl_FogFragCoord;
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gl_FrontColor;
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}
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// token pasting
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#define mac abc##def
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int mac;
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#define macr(A,B) A##B
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int macr(qrs,tuv);
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