mirror of
https://github.com/RPCS3/glslang.git
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249 lines
5.1 KiB
GLSL
249 lines
5.1 KiB
GLSL
#version 120
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float lowp;
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float mediump;
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float highp;
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float precision;
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in vec4 i;
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out vec4 o;
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uniform sampler2D s2D;
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centroid varying vec2 centTexCoord;
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uniform mat4x2 m;
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struct s {
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float f;
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};
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void main()
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{
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mat2x3 m23 = mat2x3(m);
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int a;
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bool b;
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s sv = s(a);
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float[2] ia = float[2](3, i.y);
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float f1 = 1;
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float f = a;
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f = a;
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ivec3 iv3;
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vec3 v3 = iv3;
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f = f + a;
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f = a - f;
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f += a;
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f = a - f;
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v3 *= iv3;
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v3 = iv3 / 2.0f;
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v3 = 3.0 * iv3;
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v3 = 2 * v3;
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v3 = v3 - 2;
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if (f < a ||
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a <= f ||
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f > a ||
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f >= a ||
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a == f ||
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f != a);
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f = b ? a : f;
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f = b ? f : a;
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f = b ? a : a;
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s news = sv;
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i.xy + i.xyz; // ERROR
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m * i.xyz; // ERROR
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m + i; // ERROR
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int aoeu = 1.0; // ERROR
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f = b; // ERROR
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f = a + b; // ERROR
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f = b * a; // ERROR
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b = a; // ERROR
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b = b + f; // ERROR
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f |= b; // ERROR
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gl_FragColor = texture2D(s2D, centTexCoord);
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float flat;
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float smooth;
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float noperspective;
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float uvec2;
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float uvec3;
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float uvec4;
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//packed; // ERROR, reserved word
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{
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mat4 m;
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vec4 v;
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bool b;
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gl_FragColor += b ? v : m; // ERROR, types don't match around ":"
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}
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gl_FragColor.xr; // ERROR, swizzlers not from same field space
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gl_FragColor.xyxyx.xy; // ERROR, cannot make a vec5, even temporarily
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centTexCoord.z; // ERROR, swizzler out of range
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(a,b) = true; // ERROR, not an l-value
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}
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float imageBuffer;
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float uimage2DRect;
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int main() {} // ERROR
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void main(int a) {} // ERROR
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const int a; // ERROR
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int foo(in float a);
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int foo(out float a) // ERROR
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{
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return 3.2; // ERROR
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foo(a); // ERROR
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}
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bool gen(vec3 v)
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{
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if (abs(v[0]) < 1e-4F && abs(v[1]) < 1e-4)
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return true;
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}
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void v1()
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{
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}
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void v2()
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{
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return v1(); // ERROR, no expression allowed, even though void
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}
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void atest()
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{
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vec4 v = gl_TexCoord[1];
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v += gl_TexCoord[3];
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}
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varying vec4 gl_TexCoord[6]; // okay, assigning a size
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varying vec4 gl_TexCoord[5]; // ERROR, changing size
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mat2x2 m22;
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mat2x3 m23;
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mat2x4 m24;
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mat3x2 m32;
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mat3x3 m33;
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mat3x4 m34;
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mat4x2 m42;
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mat4x3 m43;
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mat4x4 m44;
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void foo123()
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{
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mat2 r2 = matrixCompMult(m22, m22);
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mat3 r3 = matrixCompMult(m33, m33);
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mat4 r4 = matrixCompMult(m44, m44);
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mat2x3 r23 = matrixCompMult(m23, m23);
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mat2x4 r24 = matrixCompMult(m24, m24);
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mat3x2 r32 = matrixCompMult(m32, m32);
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mat3x4 r34 = matrixCompMult(m34, m34);
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mat4x2 r42 = matrixCompMult(m42, m42);
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mat4x3 r43 = matrixCompMult(m43, m43);
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mat3x2 rfoo1 = matrixCompMult(m23, m32); // ERROR
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mat3x4 rfoo2 = matrixCompMult(m34, m44); // ERROR
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}
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void matConst()
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{
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vec2 v2;
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vec3 v3;
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mat4 m4b1 = mat4(v2, v3); // ERROR, not enough
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mat4 m4b2 = mat4(v2, v3, v3, v3, v3, v2, v2); // ERROR, too much
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mat4 m4g = mat4(v2, v3, v3, v3, v3, v3);
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mat4 m4 = mat4(v2, v3, v3, v3, v3, v2);
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mat3 m3 = mat3(m4);
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mat3 m3b1 = mat3(m4, v2); // ERROR, extra arg
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mat3 m3b2 = mat3(m4, m4); // ERROR, extra arg
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mat3x2 m32 = mat3x2(m4);
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mat4 m4c = mat4(m32);
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mat3 m3s = mat3(v2.x);
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mat3 m3a1[2] = mat3[2](m3s, m3s);
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mat3 m3a2[2] = mat3[2](m3s, m3s, m3s); // ERROR, too many args
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}
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uniform sampler3D s3D;
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uniform sampler1D s1D;
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uniform sampler2DShadow s2DS;
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void foo2323()
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{
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vec4 v;
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vec2 v2;
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float f;
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v = texture2DLod(s2D, v2, f); // ERROR
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v = texture3DProjLod(s3D, v, f); // ERROR
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v = texture1DProjLod(s1D, v, f); // ERROR
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v = shadow2DProjLod(s2DS, v, f); // ERROR
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v = texture1DGradARB(s1D, f, f, f); // ERROR
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v = texture2DProjGradARB(s2D, v, v2, v2); // ERROR
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v = shadow2DProjGradARB(s2DS, v, v2, v2); // ERROR
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}
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#extension GL_ARB_shader_texture_lod : require
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void foo2324()
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{
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vec4 v;
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vec2 v2;
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float f;
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v = texture2DLod(s2D, v2, f);
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v = texture3DProjLod(s3D, v, f);
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v = texture1DProjLod(s1D, v, f);
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v = shadow2DProjLod(s2DS, v, f);
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v = texture1DGradARB(s1D, f, f, f);
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v = texture2DProjGradARB(s2D, v, v2, v2);
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v = shadow2DProjGradARB(s2DS, v, v2, v2);
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v = shadow2DRectProjGradARB(s2DS, v, v2, v2); // ERROR
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}
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uniform sampler2DRect s2DRbad; // ERROR
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void foo121111()
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{
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vec2 v2;
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vec4 v = texture2DRect(s2DRbad, v2);
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}
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#extension GL_ARB_texture_rectangle : enable
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uniform sampler2DRect s2DR;
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uniform sampler2DRectShadow s2DRS;
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void foo12111()
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{
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vec2 v2;
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vec3 v3;
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vec4 v4;
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vec4 v;
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v = texture2DRect(s2DR, v2);
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v = texture2DRectProj(s2DR, v3);
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v = texture2DRectProj(s2DR, v4);
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v = shadow2DRect(s2DRS, v3);
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v = shadow2DRectProj(s2DRS, v4);
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v = shadow2DRectProjGradARB(s2DRS, v, v2, v2);
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}
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void voidTernary()
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{
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bool b;
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b ? foo121111() : foo12111();
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b ? foo121111() : 4; // ERROR
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b ? 3 : foo12111(); // ERROR
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}
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float halfFloat1 = 1.0h; // syntax ERROR
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