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47 lines
816 B
GLSL
47 lines
816 B
GLSL
#version 140
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in vec4 k;
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out vec4 o;
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in float gl_ClipDistance[5];
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layout(row_major) uniform;
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uniform sampler2D samp2Da[3];
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layout(std140) uniform bn {
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layout(row_major) mat4 matra[4];
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layout(column_major) mat4 matca[4];
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layout(row_major) mat4 matr;
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layout(column_major) mat4 matc;
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mat4 matrdef;
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};
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uniform sampler2DRect sampR;
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uniform isamplerBuffer sampB;
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float foo();
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void main()
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{
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o.y = gl_ClipDistance[2];
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o.z = gl_ClipDistance[int(k)];
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o.w = float(textureSize(sampR) + textureSize(sampB)) / 100.0;
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o.z = foo();
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}
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// Test extra-function initializers
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float i1 = gl_FrontFacing ? -2.0 : 2.0;
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float i2 = 102;
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float foo()
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{
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return i1 + i2;
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}
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// test arrayed block
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layout(std140) uniform bi {
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vec3 v[2];
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} bname[4];
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