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https://github.com/RPCS3/glslang.git
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61 lines
1.2 KiB
GLSL
61 lines
1.2 KiB
GLSL
#version 310 es
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precision mediump float;
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in lowp float lowfin;
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in mediump float mediumfin;
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in highp vec4 highfin;
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highp int uniform_high;
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mediump int uniform_medium;
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lowp int uniform_low;
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bvec2 ub2;
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out mediump vec4 mediumfout;
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highp float global_highp;
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lowp vec2 foo(mediump vec3 mv3)
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{
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return highfin.xy;
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}
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bool boolfun(bvec2 bv2)
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{
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return bv2 == bvec2(false, true);
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}
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struct S {
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highp float a;
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lowp float b;
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};
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in S s;
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void main()
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{
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lowp int sum = uniform_medium + uniform_high;
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sum += uniform_high;
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sum += uniform_low;
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// test maxing precisions of args to get precision of builtin
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lowp float arg1 = 3.2;
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mediump float arg2 = 1023908.2;
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lowp float d = distance(lowfin, mediumfin);
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global_highp = length(highfin);
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highp vec4 local_highp = vec4(global_highp);
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mediumfout = vec4(sin(d)) + arg2 + local_highp;
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sum += 4 + ((ivec2(uniform_low) * ivec2(uniform_high) + ivec2((/* comma operator */uniform_low, uniform_high)))).x;
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mediumfout += vec4(sum);
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if (boolfun(ub2))
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++mediumfout;
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mediumfout *= s.a;
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mediumfout *= s.b;
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}
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