mirror of
https://github.com/RPCS3/glslang.git
synced 2024-11-28 05:30:33 +00:00
74 lines
2.1 KiB
GLSL
74 lines
2.1 KiB
GLSL
#version 460
|
|
|
|
out vec4 o;
|
|
|
|
// default uniforms will be gathered into a uniform block
|
|
uniform vec4 a;
|
|
uniform vec2 b = vec2(0, 0); // initializer will be ignored
|
|
layout(location = 0) uniform vec2 c; // location qualifier will be ignored
|
|
uniform vec4 d[10];
|
|
uniform struct e {
|
|
vec2 x;
|
|
float y;
|
|
uint z;
|
|
} structUniform;
|
|
|
|
// opaque types will not be grouped into uniform block
|
|
uniform sampler2D t1;
|
|
|
|
// shared and packed layout qualifier are silently ignored
|
|
layout(shared) uniform UniformBlock {
|
|
float j;
|
|
vec4 k;
|
|
};
|
|
|
|
layout(packed) buffer BufferBlock {
|
|
float j;
|
|
vec4 k;
|
|
} bufferInstance;
|
|
|
|
// atomic_uint will be converted to uint and gathered in a buffer block
|
|
layout(binding = 0) uniform atomic_uint counter1; // offset not used
|
|
layout(binding = 0) uniform atomic_uint counter2; // offset not used
|
|
layout(binding = 1) uniform atomic_uint counter3; // offset not used
|
|
|
|
// atomic counter functions will be converted to equivalent integer atomic operations
|
|
uint bar() {
|
|
uint j = 0;
|
|
j = atomicCounterIncrement(counter1);
|
|
j = atomicCounterDecrement(counter1);
|
|
j = atomicCounter(counter1);
|
|
|
|
j = atomicCounterAdd(counter1, 1);
|
|
j = atomicCounterAdd(counter1, -1);
|
|
j = atomicCounterSubtract(counter1, 1);
|
|
|
|
j = atomicCounterMin(counter1, j);
|
|
j = atomicCounterMax(counter1, j);
|
|
j = atomicCounterAnd(counter1, j);
|
|
|
|
j = atomicCounterOr(counter1, j);
|
|
j = atomicCounterXor(counter1, j);
|
|
|
|
j = atomicCounterExchange(counter1, j);
|
|
j = atomicCounterCompSwap(counter1, 0, j);
|
|
|
|
atomicCounterIncrement(counter2);
|
|
atomicCounterIncrement(counter3);
|
|
|
|
memoryBarrierAtomicCounter();
|
|
|
|
return j;
|
|
}
|
|
|
|
vec4 foo() {
|
|
float f = j + bufferInstance.j + structUniform.y + structUniform.z;
|
|
vec2 v2 = b + c + structUniform.x;
|
|
vec4 v4 = a + d[0] + d[1] + d[2] + k + bufferInstance.k + texture(t1, vec2(0, 0));
|
|
return vec4(f) * vec4(v2, 1, 1) * v4;
|
|
}
|
|
|
|
void main() {
|
|
float j = float(bar());
|
|
o = j * foo();
|
|
} |