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https://github.com/RPCS3/glslang.git
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207 lines
3.8 KiB
GLSL
207 lines
3.8 KiB
GLSL
#version 440 core
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layout(std140, row_major) uniform nameless {
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vec3 anonMember1;
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mat3x2 m23;
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int scalarAfterm23;
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vec4 anonDeadMember2;
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vec4 anonMember3;
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int scalarBeforeArray;
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float floatArray[5];
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int scalarAfterArray;
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mat2x2 m22[9];
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};
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layout(std140, column_major) uniform c_nameless {
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vec3 c_anonMember1;
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mat3x2 c_m23;
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int c_scalarAfterm23;
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vec4 c_anonDeadMember2;
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vec4 c_anonMember3;
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};
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layout(std140) uniform named {
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vec3 deadMember1;
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int scalar;
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vec4 member2;
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vec4 member3;
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vec2 memvec2;
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float memf1;
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bool memf2;
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int memf3;
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vec2 memvec2a;
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mat2x2 m22[7];
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} ablock;
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layout(std140) uniform namelessdead {
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int a;
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};
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layout(std140) uniform namedDead {
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int b;
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} bblock;
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struct N1 {
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float a;
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};
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struct N2 {
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float b;
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float c;
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float d;
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};
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struct N3 {
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N1 n1;
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N2 n2;
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};
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layout(std140) uniform nested {
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N3 foo;
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} nest;
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struct TS {
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int a;
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int dead;
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};
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uniform TS s;
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uniform float uf1;
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uniform float uf2;
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uniform float ufDead3;
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uniform float ufDead4;
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uniform writeonly uimage2D image_ui2D;
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uniform sampler2D sampler_2D;
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uniform sampler2DMSArray sampler_2DMSArray;
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uniform mat2 dm22[10];
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struct deep1 {
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vec2 va[3];
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bool b;
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};
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struct deep2 {
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int i;
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deep1 d1[4];
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};
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struct deep3 {
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vec4 iv4;
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deep2 d2;
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ivec3 v3;
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};
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in float attributeFloat;
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layout(location = 2) in vec2 attributeFloat2;
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in vec3 attributeFloat3;
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in vec4 attributeFloat4;
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in mat4 attributeMat4;
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uniform deep3 deepA[2], deepB[2], deepC[3], deepD[2];
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const bool control = true;
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void deadFunction()
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{
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vec3 v3 = ablock.deadMember1;
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vec4 v = anonDeadMember2;
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float f = ufDead4;
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}
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void liveFunction2()
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{
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vec3 v = anonMember1;
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float f = uf1;
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}
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void liveFunction1(writeonly uimage2D p_ui2D, sampler2D p_2D, sampler2DMSArray p_2DMSArray)
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{
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liveFunction2();
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float f = uf2;
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vec4 v = ablock.member3;
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}
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uniform abl {
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float foo;
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} arrBl[4];
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uniform abl2 {
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float foo;
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} arrBl2[4];
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buffer buf1 {
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float scalar;
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float runtimeArray[];
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} buf1i;
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buffer buf2 {
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float scalar;
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N2 runtimeArray[];
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} buf2i;
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buffer buf3 {
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float scalar;
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float runtimeArray[];
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} buf3i;
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buffer buf4 {
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float scalar;
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N2 runtimeArray[];
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} buf4i;
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void main()
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{
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liveFunction1(image_ui2D, sampler_2D, sampler_2DMSArray);
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liveFunction2();
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if (! control)
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deadFunction();
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float f;
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int i;
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if (control) {
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liveFunction2();
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f = anonMember3.z;
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f = s.a;
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f = ablock.scalar;
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f = m23[1].y + scalarAfterm23;
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f = c_m23[1].y + c_scalarAfterm23;
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f += scalarBeforeArray;
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f += floatArray[2];
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f += floatArray[4];
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f += scalarAfterArray;
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f += ablock.memvec2.x;
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f += ablock.memf1;
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f += float(ablock.memf2);
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f += ablock.memf3;
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f += ablock.memvec2a.y;
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f += ablock.m22[i][1][0];
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f += dm22[3][0][1];
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f += m22[2][1].y;
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f += nest.foo.n1.a + nest.foo.n2.b + nest.foo.n2.c + nest.foo.n2.d;
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f += deepA[i].d2.d1[2].va[1].x;
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f += deepB[1].d2.d1[i].va[1].x;
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f += deepB[i].d2.d1[i].va[1].x;
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deep3 d = deepC[1];
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deep3 da[2] = deepD;
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} else
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f = ufDead3;
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f += arrBl[2].foo + arrBl[0].foo;
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f += arrBl2[i].foo;
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f += attributeFloat;
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f += attributeFloat2.x;
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f += attributeFloat3.x;
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f += attributeFloat4.x;
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f += attributeMat4[0][1];
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f += buf1i.runtimeArray[3];
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f += buf2i.runtimeArray[3].c;
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f += buf3i.runtimeArray[gl_InstanceID];
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f += buf4i.runtimeArray[gl_InstanceID].c;
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}
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