glslang/Test/120.vert

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#version 120
in vec4 i; // ERROR
out vec4 o; // ERROR
attribute vec2 attv2;
attribute vec4 attv4;
uniform sampler2D s2D;
invariant varying vec2 centTexCoord;
invariant gl_Position;
centroid gl_Position; // ERROR
centroid centroid foo; // ERROR
invariant gl_Position, gl_PointSize;
void main()
{
centTexCoord = attv2;
gl_Position = attv4;
gl_ClipVertex = attv4;
gl_ClipDistance[1] = 0.2; // ERROR
vec3[12] a;
vec4[a.length()] b;
gl_Position = b[b.length()-1];
float f[];
int a1 = f.length(); // ERROR
float f[7];
int aa = f.length();
int a2 = f.length; // ERROR
int a3 = f.length(a); // ERROR
int a4 = f.flizbit; // ERROR
int a4 = f.flizbit(); // ERROR
float md[2][4]; // ERROR
float[2] md2[4]; // ERROR
float[2][4] md3; // ERROR
float md5, md6[2][3]; // ERROR
float[2] md4, md7[4]; // ERROR
float md9[2][3] = float[2][3](1, 2, 3, 4, 5, 6); // ERROR
float md10, md11[2][3] = float[2][3](1, 2, 3, 4, 5, 6); // ERROR
gl_PointSize = 3.8;
}
uniform float initted = 3.4; // okay
const float concall = sin(0.3);
int[2][3] foo( // ERROR
float[2][3] a, // ERROR
float[2] b[3], // ERROR
float c[2][3]); // ERROR
int overloadA(in float f);
int overloadA(out float f); // ERROR, different qualifiers
float overloadA(float); // ERROR, different return value for same signature
float overloadA(out float f, int);
float overloadA(int i);
vec2 overloadB(float, float);
vec2 overloadC(int, int);
vec2 overloadC(int, float);
vec2 overloadC(float, int);
vec2 overloadC(vec2, vec2);
vec3 overloadD(int, float);
vec3 overloadD(float, int);
vec3 overloadE(float[2]);
vec3 overloadE(mat2 m);
vec3 overloadE(vec2 v);
vec3 overloadF(int);
vec3 overloadF(float);
void foo()
{
float f;
int i;
overloadB(f, f);
overloadB(f, 2);
overloadB(1, i);
overloadC(1); // ERROR
overloadC(1, i);
overloadC(vec2(1), vec2(2));
overloadC(f, 3.0); // ERROR, no way
overloadC(ivec2(1), vec2(2));
overloadD(i, f);
overloadD(f, i);
overloadD(i, i); // ERROR, ambiguous
int overloadB; // hiding
overloadB(1, i); // ERROR
sin(1);
texture2D(s2D, ivec2(0));
clamp(attv4, 0, 1);
clamp(ivec4(attv4), 0, 1);
int a[2];
overloadC(a, 3); // ERROR
overloadE(a); // ERROR
overloadE(3.3); // ERROR
overloadE(vec2(3.3));
overloadE(mat2(0.5));
overloadE(ivec4(1)); // ERROR
overloadE(ivec2(1));
float b[2];
overloadE(b);
overloadF(1, 1); // ERROR
overloadF(1);
}