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57 lines
1.4 KiB
GLSL
57 lines
1.4 KiB
GLSL
#version 450 core
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in float in1;
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in vec2 in2;
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in vec3 in3;
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in vec4 in4;
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void main()
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{
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vec2 v2 = dFdxFine(in2);
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vec3 v3 = dFdyCoarse(in3);
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vec4 v4 = fwidth(in4);
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v4 = dFdyFine(in4);
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v3 = dFdyFine(in3);
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float f = dFdx(in1) + dFdxFine(in1) + dFdxCoarse(in1);
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v4 = fwidthCoarse(in4) + fwidthFine(in4);
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float cull = gl_CullDistance[2];
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float consts = gl_MaxCullDistances + gl_MaxCombinedClipAndCullDistances + gl_MaxSamples;
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if (gl_HelperInvocation)
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++v4;
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int sum = gl_MaxVertexImageUniforms +
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gl_MaxFragmentImageUniforms +
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gl_MaxComputeImageUniforms +
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gl_MaxCombinedImageUniforms +
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gl_MaxCombinedShaderOutputResources;
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bool b1, b3, b;
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uint uin;
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bvec2 b2 = mix(bvec2(b1), bvec2(b3), bvec2(b));
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uint um = mix(uin, uin, b);
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ivec3 im3 = mix(ivec3(uin), ivec3(uin), bvec3(b));
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}
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uniform sampler2DMS s2dms;
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uniform usampler2DMSArray us2dmsa;
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layout(rgba32i) uniform iimage2DMS ii2dms;
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layout(rgba32f) uniform image2DMSArray i2dmsa;
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void foo()
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{
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int s = textureSamples(s2dms);
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s += textureSamples(us2dmsa);
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s += imageSamples(ii2dms);
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s += imageSamples(i2dmsa);
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float f = imageAtomicExchange(i2dmsa, ivec3(in3), 2, 4.5);
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}
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in float gl_CullDistance[6];
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float cull(int i)
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{
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return (i >= 6) ? gl_CullDistance[5] : gl_CullDistance[i];
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}
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