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13761069b5
For the smallest builds, google tests will not be present, in addition to a large number of tests not being capable of running.
59 lines
1.4 KiB
GLSL
59 lines
1.4 KiB
GLSL
#version 310 es
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precision lowp float;
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layout(location = 4) in float c1D;
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layout(location = 5) in vec2 c2D;
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layout(location = 6) in vec3 c3D;
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layout(location = 7) in smooth vec4 c4D;
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layout(location = 1) flat in int ic1D;
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layout(location = 2) flat in ivec3 ic3D;
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layout(location = 3) flat in ivec4 ic4D;
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const ivec2 ic2D = ivec2(2, 3);
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struct s {
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int i;
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sampler2D s;
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};
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struct S2 {
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vec3 c;
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float f;
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};
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layout(location = 8) in S2 s2;
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layout(location = 0) out vec3 sc;
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layout(location = 1) out float sf;
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void main()
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{
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float f = gl_FragCoord.y;
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gl_FragDepth = f;
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sc = s2.c;
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sf = s2.f;
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sinh(c1D) +
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cosh(c1D) * tanh(c2D);
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asinh(c4D) + acosh(c4D);
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atanh(c3D);
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}
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void foo324(void)
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{
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float p = pow(3.2, 4.6);
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p += sin(0.4);
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p += distance(vec2(10.0, 11.0), vec2(13.0, 15.0)); // 5
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p += dot(vec3(2,3,5), vec3(-2,-1,4)); // 13
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vec3 c3 = cross(vec3(3,-3,1), vec3(4,9,2)); // (-15, -2, 39)
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c3 += faceforward(vec3(1,2,3), vec3(2,3,5), vec3(-2,-1,4)); // (-1,-2,-3)
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c3 += faceforward(vec3(1,2,3), vec3(-2,-3,-5), vec3(-2,-1,4)); // (1,2,3)
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vec2 c2 = reflect(vec2(1,3), vec2(0,1)); // (1,-3)
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c2 += refract(vec2(1,3), vec2(0,1), 1.0); // (1,-3)
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c2 += refract(vec2(1,3), vec2(0,1), 3.0);
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c2 += refract(vec2(1,0.1), vec2(0,1), 5.0); // (0,0)
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mat3x2 m32 = outerProduct(vec2(2,3), vec3(5,7,11));// rows: (10, 14, 22), (15, 21, 33)
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}
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