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37 lines
903 B
GLSL
37 lines
903 B
GLSL
#version 330
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uniform sampler2D samp2D;
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vec4 v1 = vec4(2.0, 3.0, 5.0, 7.0);
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vec4 v2 = vec4(11.0, 13.0, 17.0, 19.0);
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vec4 v3 = vec4(23.0, 29.0, 31.0, 37.0);
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vec4 v4 = vec4(41.0, 43.0, 47.0, 53.0);
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struct str {
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int a;
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vec2 b[3];
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bool c;
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};
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void main()
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{
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mat4 m = mat4(v1, v2, v3, v4);
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mat4 mm = matrixCompMult(m, m);
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float f = mm[1].w; // should be 19 * 19 = 361
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// do a deep access to a spontaneous r-value
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float g = matrixCompMult(m, m)[2].y; // should be 29 * 29 = 841
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float h = str(1, vec2[3](vec2(2.0, 3.0), vec2(4.0, 5.0), vec2(6.0, 7.0)), true).b[1][1]; // should be 5.0
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float i = texture(samp2D, vec2(0.5,0.5)).y;
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i += (i > 0.1 ? v1 : v2)[3];
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str t;
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i += (t = str(1, vec2[3](vec2(2.0, 3.0), vec2(4.0, 5.0), vec2(6.0, 7.0)), true)).b[2].y; // should be 7.0
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gl_FragColor = vec4(f, g, h, i);
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}
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