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https://github.com/RPCS3/glslang.git
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5053a39578
- don't inherit 'binding' - always set the member storage qualifier, not just when the shader explicitly set it - don't include in/out members as objects that are resized by geometry/primitive layout specifiers As a side effect, this makes built-in redeclarations (like gl_ClipDistance) require in/out. git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@24674 e7fa87d3-cd2b-0410-9028-fcbf551c1848
47 lines
649 B
GLSL
47 lines
649 B
GLSL
#version 300 es
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precision mediump float;
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struct S {
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vec4 u;
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uvec4 v;
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lowp isampler3D sampler;
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vec3 w;
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struct T1 { // ERROR
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int a;
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} t;
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};
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uniform S s;
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uniform fooBlock {
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uvec4 bv;
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uniform mat2 bm2;
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lowp isampler2D sampler; // ERROR
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struct T2 { // ERROR
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int a;
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} t;
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S fbs;
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};
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uniform barBlock {
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uvec4 nbv;
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int ni;
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} inst;
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uniform barBlockArray {
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uvec4 nbv;
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int ni;
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} insts[4];
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uniform unreferenced {
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float f;
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uint u;
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};
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void main()
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{
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texture(s.sampler, vec3(inst.ni, bv.y, insts[2].nbv.z));
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insts[s.v.x]; // ERROR
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}
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