mirror of
https://github.com/RPCS3/glslang.git
synced 2024-11-24 11:50:06 +00:00
197 lines
6.5 KiB
GLSL
197 lines
6.5 KiB
GLSL
#version 430
|
|
|
|
#extension GL_3DL_array_objects : enable
|
|
|
|
out Vertex {
|
|
vec4 Position; // API transform/feedback will use “Vertex.Position”
|
|
vec2 Texture;
|
|
} Coords; // shader will use “Coords.Position”
|
|
|
|
out Vertex2 {
|
|
vec4 Color; // API will use “Color”
|
|
};
|
|
|
|
uniform Transform { // API uses “Transform[2]” to refer to instance 2
|
|
mat4 ModelViewMatrix;
|
|
mat4 ModelViewProjectionMatrix;
|
|
vec4 a[]; // array will get implicitly sized
|
|
float Deformation;
|
|
} transforms[4];
|
|
|
|
layout(location = 3) in vec4 normal;
|
|
layout(location = 6) in vec4 colors[3];
|
|
layout(location = 9) in mat4 transforms2[2];
|
|
|
|
layout(location = 3) struct S {
|
|
vec3 a1;
|
|
mat2 b;
|
|
vec4 c[2];
|
|
} s;
|
|
|
|
layout(triangles, invocations = 6) in;
|
|
|
|
layout(lines) in; // legal for Color2, input size is 2, matching Color2
|
|
|
|
layout(triangle_strip, max_vertices = 60) out; // order does not matter
|
|
layout(max_vertices = 60) out; // redeclaration okay
|
|
layout(triangle_strip) out; // redeclaration okay
|
|
//layout(points) out; // error, contradicts triangle_strip
|
|
//layout(max_vertices = 30) out; // error, contradicts 60
|
|
|
|
layout(stream = 1) out;
|
|
|
|
layout(stream=1) out; // default is now stream 1
|
|
out vec4 var1; // var1 gets default stream (1)
|
|
layout(stream=2) out Block1 { // "Block1" belongs to stream 2
|
|
layout(stream=2) vec4 var2; // redundant block member stream decl
|
|
layout(stream=3) vec2 var3; // ILLEGAL (must match block stream)
|
|
vec3 var4; // belongs to stream 2
|
|
};
|
|
layout(stream=0) out; // default is now stream 0
|
|
out vec4 var5; // var5 gets default stream (0)
|
|
out Block2 { // "Block2" gets default stream (0)
|
|
vec4 var6;
|
|
};
|
|
layout(stream=3) out vec4 var7; // var7 belongs to stream 3
|
|
|
|
layout(shared, column_major) uniform;
|
|
layout(shared, column_major) buffer;
|
|
|
|
layout(row_major, column_major)
|
|
|
|
layout(shared, row_major) uniform; // default is now shared and row_major
|
|
|
|
layout(std140) uniform Transform2 { // layout of this block is std140
|
|
mat4 M1; // row_major
|
|
layout(column_major) mat4 M2; // column major
|
|
mat3 N1; // row_major
|
|
};
|
|
|
|
layout(column_major) uniform T3 { // shared and column_major
|
|
mat4 M13; // column_major
|
|
layout(row_major) mat4 m14; // row major
|
|
mat3 N12; // column_major
|
|
};
|
|
|
|
// in one compilation unit...
|
|
layout(binding=3) uniform sampler2D s17; // s bound to unit 3
|
|
|
|
// in another compilation unit...
|
|
uniform sampler2D s17; // okay, s still bound at 3
|
|
|
|
// in another compilation unit...
|
|
//layout(binding=4) uniform sampler2D s; // ERROR: contradictory bindings
|
|
|
|
layout (binding = 2, offset = 4) uniform atomic_uint a2;
|
|
|
|
layout (binding = 2) uniform atomic_uint bar;
|
|
|
|
layout (binding = 2, offset = 4) uniform atomic_uint;
|
|
|
|
layout (binding = 2) uniform atomic_uint bar; // offset is 4
|
|
layout (offset = 8) uniform atomic_uint bar23; // error, no default binding
|
|
|
|
layout (binding=3, offset=4) uniform atomic_uint a2; // offset = 4
|
|
layout (binding=2) uniform atomic_uint b2; // offset = 0
|
|
layout (binding=3) uniform atomic_uint c2; // offset = 8
|
|
layout (binding=2) uniform atomic_uint d2; // offset = 4
|
|
|
|
//layout (offset=4) // error, must include binding
|
|
//layout (binding=1, offset=0) a; // okay
|
|
//layout (binding=2, offset=0) b; // okay
|
|
//layout (binding=1, offset=0) c; // error, offsets must not be shared
|
|
// // between a and c
|
|
//layout (binding=1, offset=2) d; // error, overlaps offset 0 of a
|
|
|
|
flat in vec4 gl_FrontColor; // input to geometry shader, no “gl_in[]”
|
|
flat out vec4 gl_FrontColor; // output from geometry shader
|
|
|
|
invariant gl_Position; // make existing gl_Position be invariant
|
|
|
|
out vec3 ColorInv;
|
|
invariant ColorIvn; // make existing Color be invariant
|
|
|
|
invariant centroid out vec3 Color4;
|
|
precise out vec4 position;
|
|
|
|
out vec3 Color5;
|
|
precise Color5; // make existing Color be precise
|
|
in vec4 a, b, c, d;
|
|
precise out vec4 v;
|
|
|
|
coherent buffer Block {
|
|
readonly vec4 member1;
|
|
vec4 member2;
|
|
};
|
|
|
|
buffer Block2a {
|
|
coherent readonly vec4 member1A;
|
|
coherent vec4 member2A;
|
|
};
|
|
|
|
shared vec4 shv;
|
|
|
|
vec4 funcA(restrict image2D a) { }
|
|
|
|
vec4 funcB(image2D a) { }
|
|
layout(rgba32f) uniform image2D img1;
|
|
layout(rgba32f) coherent uniform image2D img2;
|
|
|
|
float func(float e, float f, float g, float h)
|
|
{
|
|
return (e*f) + (g*h); // no constraint on order or
|
|
// operator consistency
|
|
}
|
|
|
|
float func2(float e, float f, float g, float h)
|
|
{
|
|
precise float result = (e*f) + (g*h); // ensures same precision for
|
|
// the two multiplies
|
|
return result;
|
|
}
|
|
|
|
float func3(float i, float j, precise out float k)
|
|
{
|
|
k = i * i + j; // precise, due to <k> declaration
|
|
}
|
|
|
|
void main()
|
|
{
|
|
vec3 r = vec3(a * b); // precise, used to compute v.xyz
|
|
vec3 s = vec3(c * d); // precise, used to compute v.xyz
|
|
v.xyz = r + s; // precise
|
|
v.w = (a.w * b.w) + (c.w * d.w); // precise
|
|
v.x = func(a.x, b.x, c.x, d.x); // values computed in func()
|
|
// are NOT precise
|
|
v.x = func2(a.x, b.x, c.x, d.x); // precise!
|
|
func3(a.x * b.x, c.x * d.x, v.x); // precise!
|
|
|
|
funcA(img1); // OK, adding "restrict" is allowed, ERROR, changing formats
|
|
funcB(img2); // illegal, stripping "coherent" is not, ERROR, changing formats
|
|
|
|
{
|
|
struct light {
|
|
float intensity;
|
|
vec3 position;
|
|
};
|
|
|
|
light lightVar = light(3.0, vec3(1.0, 2.0, 3.0));
|
|
}
|
|
{
|
|
const float c[3] = float[3](5.0, 7.2, 1.1);
|
|
const float d[3] = float[](5.0, 7.2, 1.1);
|
|
|
|
float g;
|
|
float a[5] = float[5](g, 1, g, 2.3, g);
|
|
float b[3];
|
|
|
|
b = float[3](g, g + 1.0, g + 2.0);
|
|
}
|
|
{
|
|
vec4 b[2] = { vec4(1.0), vec4(1.0) };
|
|
vec4[3][2](b, b, b); // constructor
|
|
vec4[][2](b, b, b); // constructor, valid, size deduced
|
|
vec4[3][](b, b, b); // compile-time error, invalid type constructed
|
|
}
|
|
}
|