mirror of
https://github.com/RPCS3/glslang.git
synced 2024-11-24 11:50:06 +00:00
a4ea1313c3
git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@23470 e7fa87d3-cd2b-0410-9028-fcbf551c1848
238 lines
7.2 KiB
GLSL
238 lines
7.2 KiB
GLSL
#version 430
|
||
|
||
#extension GL_3DL_array_objects : enable
|
||
|
||
int a = 0xffffffff; // 32 bits, a gets the value -1
|
||
int b = 0xffffffffU; // ERROR: can't convert uint to int
|
||
uint c = 0xffffffff; // 32 bits, c gets the value 0xFFFFFFFF
|
||
uint d = 0xffffffffU; // 32 bits, d gets the value 0xFFFFFFFF
|
||
int e = -1; // the literal is "1", then negation is performed,
|
||
// and the resulting non-literal 32-bit signed
|
||
// bit pattern of 0xFFFFFFFF is assigned, giving e
|
||
// the value of -1.
|
||
uint f = -1u; // the literal is "1u", then negation is performed,
|
||
// and the resulting non-literal 32-bit unsigned
|
||
// bit pattern of 0xFFFFFFFF is assigned, giving f
|
||
// the value of 0xFFFFFFFF.
|
||
int g = 3000000000; // a signed decimal literal taking 32 bits,
|
||
// setting the sign bit, g gets -1294967296
|
||
int h = 0xA0000000; // okay, 32-bit signed hexadecimal
|
||
int i = 5000000000; // ERROR: needs more than 32 bits
|
||
int j = 0xFFFFFFFFF; // ERROR: needs more that 32 bits
|
||
int k = 0x80000000; // k gets -2147483648 == 0x80000000
|
||
int l = 2147483648; // l gets -2147483648 (the literal set the sign bit)
|
||
|
||
float fa, fb = 1.5; // single-precision floating-point
|
||
double fc, fd = 2.0LF; // double-precision floating-point
|
||
|
||
vec2 texcoord1, texcoord2;
|
||
vec3 position;
|
||
vec4 myRGBA;
|
||
ivec2 textureLookup;
|
||
bvec3 less;
|
||
|
||
mat2 mat2D;
|
||
mat3 optMatrix;
|
||
mat4 view, projection;
|
||
mat4x4 view; // an alternate way of declaring a mat4
|
||
mat3x2 m; // a matrix with 3 columns and 2 rows
|
||
dmat4 highPrecisionMVP;
|
||
dmat2x4 dm;
|
||
|
||
struct light {
|
||
float intensity;
|
||
vec3 position;
|
||
} lightVar;
|
||
|
||
struct S { float f; };
|
||
|
||
struct T {
|
||
//S; // Error: anonymous structures disallowed
|
||
//struct { ... }; // Error: embedded structures disallowed
|
||
S s; // Okay: nested structures with name are allowed
|
||
};
|
||
|
||
float frequencies[3];
|
||
uniform vec4 lightPosition[4];
|
||
light lights[];
|
||
const int numLights = 2;
|
||
light lights[numLights];
|
||
|
||
in vec3 normal;
|
||
centroid in vec2 TexCoord;
|
||
invariant centroid in vec4 Color;
|
||
noperspective in float temperature;
|
||
flat in vec3 myColor;
|
||
noperspective centroid in vec2 myTexCoord;
|
||
|
||
uniform vec4 lightPosition;
|
||
uniform vec3 color = vec3(0.7, 0.7, 0.2); // value assigned at link time
|
||
|
||
in Material {
|
||
smooth in vec4 Color1; // legal, input inside in block
|
||
smooth vec4 Color2; // legal, 'in' inherited from 'in Material'
|
||
vec2 TexCoordA; // legal, TexCoord is an input
|
||
uniform float Atten; // illegal, mismatched storage qualifier
|
||
|
||
};
|
||
|
||
in Light {
|
||
vec4 LightPos;
|
||
vec3 LightColor;
|
||
};
|
||
in ColoredTexture {
|
||
vec4 Color;
|
||
vec2 TexCoord;
|
||
} Materiala; // instance name
|
||
vec3 Color; // different Color than Material.Color
|
||
|
||
in vec4 gl_FragCoord; // redeclaration that changes nothing is allowed
|
||
|
||
// All the following are allowed redeclaration that change behavior
|
||
layout(origin_upper_left) in vec4 gl_FragCoord;
|
||
layout(pixel_center_integer) in vec4 gl_FragCoord;
|
||
layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord;
|
||
|
||
layout(early_fragment_tests) in;
|
||
|
||
// compute shader:
|
||
layout (local_size_x = 32, local_size_y = 32) in;
|
||
layout (local_size_x = 8) in;
|
||
|
||
layout(location = 3) out vec4 color;
|
||
layout(location = 3, index = 1) out vec4 factor;
|
||
layout(location = 2) out vec4 colors[3];
|
||
|
||
layout (depth_greater) out float gl_FragDepth;
|
||
|
||
// redeclaration that changes nothing is allowed
|
||
out float gl_FragDepth;
|
||
|
||
// assume it may be modified in any way
|
||
layout (depth_any) out float gl_FragDepth;
|
||
|
||
// assume it may be modified such that its value will only increase
|
||
layout (depth_greater) out float gl_FragDepth;
|
||
|
||
// assume it may be modified such that its value will only decrease
|
||
layout (depth_less) out float gl_FragDepth;
|
||
|
||
// assume it will not be modified
|
||
layout (depth_unchanged) out float gl_FragDepth;
|
||
|
||
in vec4 gl_Color; // predeclared by the fragment language
|
||
flat in vec4 gl_Color; // redeclared by user to be flat
|
||
|
||
|
||
float[5] foo(float[5])
|
||
{
|
||
return float[5](3.4, 4.2, 5.0, 5.2, 1.1);
|
||
}
|
||
|
||
precision highp float;
|
||
precision highp int;
|
||
precision mediump int;
|
||
precision highp float;
|
||
|
||
void main()
|
||
{
|
||
{
|
||
float a[5] = float[5](3.4, 4.2, 5.0, 5.2, 1.1);
|
||
}
|
||
{
|
||
float a[5] = float[](3.4, 4.2, 5.0, 5.2, 1.1); // same thing
|
||
}
|
||
{
|
||
vec4 a[3][2]; // size-3 array of size-2 array of vec4
|
||
vec4[2] a1[3]; // size-3 array of size-2 array of vec4
|
||
vec4[3][2] a2; // size-3 array of size-2 array of vec4
|
||
vec4 b[2] = vec4[2](vec4(0.0), vec4(0.1));
|
||
vec4[3][2] a3 = vec4[3][2](b, b, b); // constructor
|
||
void foo(vec4[3][2]); // prototype with unnamed parameter
|
||
vec4 a4[3][2] = {vec4[2](vec4(0.0), vec4(1.0)),
|
||
vec4[2](vec4(0.0), vec4(1.0)),
|
||
vec4[2](vec4(0.0), vec4(1.0)) };
|
||
}
|
||
{
|
||
float a[5];
|
||
{
|
||
float b[] = a; // b is explicitly size 5
|
||
}
|
||
{
|
||
float b[5] = a; // means the same thing
|
||
}
|
||
{
|
||
float b[] = float[](1,2,3,4,5); // also explicitly sizes to 5
|
||
}
|
||
a.length(); // returns 5
|
||
}
|
||
{
|
||
vec4 a[3][2];
|
||
a.length(); // this is 3
|
||
a[x].length(); // this is 2
|
||
}
|
||
// for an array b containing a member array a:
|
||
b[++x].a.length(); // b is never dereferenced, but <20>++x<> is evaluated
|
||
|
||
// for an array s of a shader storage object containing a member array a:
|
||
s[x].a.length(); // s is dereferenced; x needs to be a valid index
|
||
//
|
||
//All of the following declarations result in a compile-time error.
|
||
//float a[2] = { 3.4, 4.2, 5.0 }; // illegal
|
||
//vec2 b = { 1.0, 2.0, 3.0 }; // illegal
|
||
//mat3x3 c = { vec3(0.0), vec3(1.0), vec3(2.0), vec3(3.0) }; // illegal
|
||
//mat2x2 d = { 1.0, 0.0, 0.0, 1.0 }; // illegal, can't flatten nesting
|
||
//struct {
|
||
// float a;
|
||
// int b;
|
||
//} e = { 1.2, 2, 3 }; // illegal
|
||
|
||
struct {
|
||
float a;
|
||
int b;
|
||
} e = { 1.2, 2 }; // legal, all types match
|
||
|
||
struct {
|
||
float a;
|
||
int b;
|
||
} e = { 1, 3 }; // legal, first initializer is converted
|
||
|
||
//All of the following declarations result in a compile-time error.
|
||
//int a = true; // illegal
|
||
//vec4 b[2] = { vec4(0.0), 1.0 }; // illegal
|
||
//mat4x2 c = { vec3(0.0), vec3(1.0) }; // illegal
|
||
|
||
//struct S1 {
|
||
// vec4 a;
|
||
// vec4 b;
|
||
//};
|
||
|
||
//struct {
|
||
// float s;
|
||
// float t;
|
||
//} d[] = { S1(vec4(0.0), vec4(1.1)) }; // illegal
|
||
|
||
{
|
||
float a[] = float[](3.4, 4.2, 5.0, 5.2, 1.1);
|
||
float b[] = { 3.4, 4.2, 5.0, 5.2, 1.1 };
|
||
float c[] = a; // c is explicitly size 5
|
||
float d[5] = b; // means the same thing
|
||
}
|
||
{
|
||
const vec3 zAxis = vec3 (0.0, 0.0, 1.0);
|
||
const float ceiling = a + b; // a and b not necessarily constants
|
||
}
|
||
{
|
||
in vec4 position;
|
||
in vec3 normal;
|
||
in vec2 texCoord[4];
|
||
}
|
||
{
|
||
lowp float color;
|
||
out mediump vec2 P;
|
||
lowp ivec2 foo(lowp mat3);
|
||
highp mat4 m;
|
||
}
|
||
|
||
}
|