mirror of
https://github.com/RPCS3/glslang.git
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238 lines
7.2 KiB
GLSL
238 lines
7.2 KiB
GLSL
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#version 430
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#extension GL_3DL_array_objects : enable
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int a = 0xffffffff; // 32 bits, a gets the value -1
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//int b = 0xffffffffU; // ERROR: can't convert uint to int
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uint c = 0xffffffff; // 32 bits, c gets the value 0xFFFFFFFF
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//uint d = 0xffffffffU; // 32 bits, d gets the value 0xFFFFFFFF
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int e = -1; // the literal is <20>1<EFBFBD>, then negation is performed,
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// and the resulting non-literal 32-bit signed
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// bit pattern of 0xFFFFFFFF is assigned, giving e
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// the value of -1.
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//uint f = -1u; // the literal is <20>1u<31>, then negation is performed,
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// and the resulting non-literal 32-bit unsigned
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// bit pattern of 0xFFFFFFFF is assigned, giving f
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// the value of 0xFFFFFFFF.
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int g = 3000000000; // a signed decimal literal taking 32 bits,
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// setting the sign bit, g gets -1294967296
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int h = 0xA0000000; // okay, 32-bit signed hexadecimal
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//int i = 5000000000; // ERROR: needs more than 32 bits
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//int j = 0xFFFFFFFFF; // ERROR: needs more that 32 bits
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int k = 0x80000000; // k gets -2147483648 == 0x80000000
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int l = 2147483648; // l gets -2147483648 (the literal set the sign bit)
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float fa, fb = 1.5; // single-precision floating-point
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//double fc, fd = 2.0LF; // double-precision floating-point
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vec2 texcoord1, texcoord2;
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vec3 position;
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vec4 myRGBA;
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ivec2 textureLookup;
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bvec3 less;
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mat2 mat2D;
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mat3 optMatrix;
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mat4 view, projection;
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mat4x4 view; // an alternate way of declaring a mat4
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mat3x2 m; // a matrix with 3 columns and 2 rows
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dmat4 highPrecisionMVP;
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dmat2x4 dm;
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struct light {
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float intensity;
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vec3 position;
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} lightVar;
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struct S { float f; };
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struct T {
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//S; // Error: anonymous structures disallowed
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//struct { ... }; // Error: embedded structures disallowed
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S s; // Okay: nested structures with name are allowed
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};
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float frequencies[3];
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uniform vec4 lightPosition[4];
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light lights[];
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const int numLights = 2;
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light lights[numLights];
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in vec3 normal;
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centroid in vec2 TexCoord;
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invariant centroid in vec4 Color;
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noperspective in float temperature;
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flat in vec3 myColor;
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noperspective centroid in vec2 myTexCoord;
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uniform vec4 lightPosition;
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uniform vec3 color = vec3(0.7, 0.7, 0.2); // value assigned at link time
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in Material {
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smooth in vec4 Color1; // legal, input inside in block
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smooth vec4 Color2; // legal, 'in' inherited from 'in Material'
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vec2 TexCoord; // legal, TexCoord is an input
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uniform float Atten; // illegal, mismatched storage qualifier
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};
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in Light {
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vec4 LightPos;
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vec3 LightColor;
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};
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in ColoredTexture {
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vec4 Color;
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vec2 TexCoord;
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} Material; // instance name
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vec3 Color; // different Color than Material.Color
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in vec4 gl_FragCoord; // redeclaration that changes nothing is allowed
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// All the following are allowed redeclaration that change behavior
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layout(origin_upper_left) in vec4 gl_FragCoord;
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layout(pixel_center_integer) in vec4 gl_FragCoord;
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layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord;
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layout(early_fragment_tests) in;
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// compute shader:
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layout (local_size_x = 32, local_size_y = 32) in;
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layout (local_size_x = 8) in;
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layout(location = 3) out vec4 color;
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layout(location = 3, index = 1) out vec4 factor;
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layout(location = 2) out vec4 colors[3];
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layout (depth_greater) out float gl_FragDepth;
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// redeclaration that changes nothing is allowed
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out float gl_FragDepth;
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// assume it may be modified in any way
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layout (depth_any) out float gl_FragDepth;
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// assume it may be modified such that its value will only increase
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layout (depth_greater) out float gl_FragDepth;
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// assume it may be modified such that its value will only decrease
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layout (depth_less) out float gl_FragDepth;
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// assume it will not be modified
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layout (depth_unchanged) out float gl_FragDepth;
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in vec4 gl_Color; // predeclared by the fragment language
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flat in vec4 gl_Color; // redeclared by user to be flat
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float[5] foo(float[5])
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{
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return float[5](3.4, 4.2, 5.0, 5.2, 1.1);
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}
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precision highp float;
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precision highp int;
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precision mediump int;
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precision highp float;
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void main()
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{
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{
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float a[5] = float[5](3.4, 4.2, 5.0, 5.2, 1.1);
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}
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{
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float a[5] = float[](3.4, 4.2, 5.0, 5.2, 1.1); // same thing
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}
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{
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vec4 a[3][2]; // size-3 array of size-2 array of vec4
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vec4[2] a1[3]; // size-3 array of size-2 array of vec4
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vec4[3][2] a2; // size-3 array of size-2 array of vec4
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vec4 b[2] = vec4[2](vec4(0.0), vec4(0.1));
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vec4[3][2] a3 = vec4[3][2](b, b, b); // constructor
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void foo(vec4[3][2]); // prototype with unnamed parameter
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vec4 a4[3][2] = {vec4[2](vec4(0.0), vec4(1.0)),
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vec4[2](vec4(0.0), vec4(1.0)),
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vec4[2](vec4(0.0), vec4(1.0)) };
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}
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{
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float a[5];
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{
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float b[] = a; // b is explicitly size 5
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}
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{
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float b[5] = a; // means the same thing
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}
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{
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float b[] = float[](1,2,3,4,5); // also explicitly sizes to 5
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}
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a.length(); // returns 5
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}
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{
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vec4 a[3][2];
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a.length(); // this is 3
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a[x].length(); // this is 2
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}
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// for an array b containing a member array a:
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b[++x].a.length(); // b is never dereferenced, but <20>++x<> is evaluated
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// for an array s of a shader storage object containing a member array a:
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s[x].a.length(); // s is dereferenced; x needs to be a valid index
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//
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//All of the following declarations result in a compile-time error.
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//float a[2] = { 3.4, 4.2, 5.0 }; // illegal
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//vec2 b = { 1.0, 2.0, 3.0 }; // illegal
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//mat3x3 c = { vec3(0.0), vec3(1.0), vec3(2.0), vec3(3.0) }; // illegal
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//mat2x2 d = { 1.0, 0.0, 0.0, 1.0 }; // illegal, can't flatten nesting
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//struct {
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// float a;
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// int b;
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//} e = { 1.2, 2, 3 }; // illegal
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struct {
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float a;
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int b;
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} e = { 1.2, 2 }; // legal, all types match
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struct {
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float a;
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int b;
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} e = { 1, 3 }; // legal, first initializer is converted
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//All of the following declarations result in a compile-time error.
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//int a = true; // illegal
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//vec4 b[2] = { vec4(0.0), 1.0 }; // illegal
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//mat4x2 c = { vec3(0.0), vec3(1.0) }; // illegal
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//struct S1 {
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// vec4 a;
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// vec4 b;
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//};
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//struct {
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// float s;
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// float t;
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//} d[] = { S1(vec4(0.0), vec4(1.1)) }; // illegal
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{
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float a[] = float[](3.4, 4.2, 5.0, 5.2, 1.1);
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float b[] = { 3.4, 4.2, 5.0, 5.2, 1.1 };
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float c[] = a; // c is explicitly size 5
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float d[5] = b; // means the same thing
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}
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{
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const vec3 zAxis = vec3 (0.0, 0.0, 1.0);
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const float ceiling = a + b; // a and b not necessarily constants
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}
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{
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in vec4 position;
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in vec3 normal;
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in vec2 texCoord[4];
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}
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{
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lowp float color;
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out mediump vec2 P;
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lowp ivec2 foo(lowp mat3);
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highp mat4 m;
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}
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}
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