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https://github.com/RPCS3/glslang.git
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48 lines
1.7 KiB
JavaScript
48 lines
1.7 KiB
JavaScript
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float PixelShaderFunction()
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{
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vector r00 = float4(1,2,3,4); // vector means float4
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float4 r01 = vector(2,3,4,5); // vector means float4
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vector<bool, 1> r12 = bool1(false);
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vector<int, 1> r13 = int1(1);
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vector<float, 1> r14 = float1(1);
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vector<double, 1> r15 = double1(1);
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vector<uint, 1> r16 = uint1(1);
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vector<bool, 2> r20 = bool2(false, true);
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vector<int, 2> r21 = int2(1,2);
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vector<float, 2> r22 = float2(1,2);
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vector<double, 2> r23 = double2(1,2);
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vector<uint, 2> r24 = uint2(1,2);
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vector<bool, 3> r30 = bool3(false, true, true);
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vector<int, 3> r31 = int3(1,2,3);
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vector<float, 3> r32 = float3(1,2,3);
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vector<double, 3> r33 = double3(1,2,3);
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vector<uint, 3> r34 = uint3(1,2,3);
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vector<bool, 4> r40 = bool4(false, true, true, false);
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vector<int, 4> r41 = int4(1,2,3,4);
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vector<float, 4> r42 = float4(1,2,3,4);
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vector<double, 4> r43 = double4(1,2,3,4);
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vector<uint, 4> r44 = uint4(1,2,3,4);
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matrix r50 = float4x4(0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15); // matrix means float4x4
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float4x4 r51 = matrix(0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15); // matrix means float4x4
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// matrix<bool, 2, 3> r60 = bool2x3(false, true, false, true, false, true); // TODO:
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matrix<float, 2, 3> r61 = float2x3(1,2,3,4,5,6);
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matrix<float, 3, 2> r62 = float3x2(1,2,3,4,5,6);
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// matrix<float, 4, 1> r63 = float4x1(1,2,3,4); // TODO:
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// matrix<float, 1, 4> r64 = float1x4(1,2,3,4); // TODO:
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matrix<float, 4, 2> r65 = float4x2(1,2,3,4,5,6,7,8);
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matrix<float, 4, 3> r66 = float4x3(1,2,3,4,5,6,7,8,9,10,11,12);
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// TODO: bool mats
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// TODO: int mats
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return 0.0;
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}
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