141 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			141 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 400 core
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in vec2 c2D;
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flat in int i;
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out vec4 outp;
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uniform sampler2D arrayedSampler[5];
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uniform usampler2DRect samp2dr;
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uniform isampler2DArray isamp2DA;
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void main()
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{
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    vec4 v;
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    v = texture(arrayedSampler[i], c2D);
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    outp.x = gl_ClipDistance[1];
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    ivec2 offsets[4];
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    const ivec2 constOffsets[4] = ivec2[4](ivec2(1,2), ivec2(3,4), ivec2(15,16), ivec2(-2,0));
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    uvec4 uv4 = textureGatherOffsets(samp2dr, c2D, offsets, 2);  // ERROR, offsets not constant
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    uv4 = textureGatherOffsets(samp2dr, c2D, constOffsets, 2);
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    vec4 v4 = textureGather(arrayedSampler[0], c2D);
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    ivec4 iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), 3);
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    iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), i);  // ERROR, last argument not const
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    iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), 4);  // ERROR, last argument out of range
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    iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(1), 1+2);
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    iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(i));
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    vec4 c = gl_FragCoord;
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}
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layout(location = 4) in vec4 vl; // ERROR, not supported
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#ifdef GL_ARB_separate_shader_objects
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#extension GL_ARB_separate_shader_objects : enable
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#endif
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layout(location = 6) in vec4 vl2;
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layout(location = 3) uniform vec3 uv3;
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layout(location = 5) in vec4 gl_Color;      // ERROR, layout
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noperspective in float gl_ClipDistance[4];  // ERROR, can't change qualifier
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layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord;  // ERROR, declared after use
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uniform sampler2DRectShadow u2drs;
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void foo23()
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{
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    const ivec2[3] offsets = ivec2[3](ivec2(1,2), ivec2(3,4), ivec2(15,16));
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    textureProjGradOffset(u2drs, outp, vec2(0.0), vec2(0.0), ivec2(c2D));     // ERROR, offset not constant
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    textureProjGradOffset(u2drs, outp, vec2(0.0), vec2(0.0), offsets[1]);
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    textureProjGradOffset(u2drs, outp, vec2(0.0), vec2(0.0), offsets[2]);     // ERROR, offset out of range
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    textureProjGradOffset(u2drs, outp, vec2(0.0), vec2(0.0), ivec2(-10, 20)); // ERROR, offset out of range
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}
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patch in vec4 patchIn;              // ERROR
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patch out vec4 patchOut;            // ERROR
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void foo24()
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{
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    dvec3 df, di;
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    df = modf(outp.xyz, di);
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}
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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 foodc1()
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{
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    vec2 v2 = dFdxFine(in2);           // ERROR
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    vec3 v3 = dFdyCoarse(in3);         // ERROR
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    vec4 v4 = fwidthCoarse(in4) + fwidthFine(in4);   // ERROR
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}
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#extension GL_ARB_derivative_control : enable
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void foodc2()
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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 = fwidthCoarse(in4) + fwidthFine(in4);
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    uint u1;
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    ivec3 i3;
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    ivec2 i2;
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    v2 = frexp(v2, i2);
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    v3 = ldexp(v3, i3);
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    u1 = packUnorm4x8(v4);
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    u1 = packSnorm4x8(v4);
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    v4 = unpackUnorm4x8(u1);
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    v4 = unpackSnorm4x8(u1);
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    double d;
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    uvec2 u2;
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    d = packDouble2x32(u2);
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    u2 = unpackDouble2x32(d);
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}
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sample in vec4 colorSampIn;
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sample out vec4 colorSampleBad;     // ERROR
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noperspective in vec4 colorfsi;
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sample in vec3 sampInArray[4];
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smooth in float scalarIn;
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flat centroid in vec2 colorfc;
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struct S {
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    float x;
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};
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in S s1;
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sample S s2;
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void interp()
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{
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    interpolateAtCentroid(colorfc);
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    interpolateAtCentroid(colorSampIn);
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    interpolateAtCentroid(colorfsi);
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    interpolateAtCentroid(scalarIn);
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    interpolateAtCentroid(sampInArray);         // ERROR
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    interpolateAtCentroid(sampInArray[2]);
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    interpolateAtCentroid(sampInArray[2].xy);   // ERROR
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    interpolateAtSample(sampInArray, 1);        // ERROR
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    interpolateAtSample(sampInArray[i], 0);
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    interpolateAtSample(s1.x, 2);
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    interpolateAtSample(scalarIn, 1);
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    interpolateAtOffset(sampInArray, vec2(0.2));         // ERROR
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    interpolateAtOffset(sampInArray[2], vec2(0.2));
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    interpolateAtOffset(sampInArray[2].xy, vec2(0.2));   // ERROR, no swizzle
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    interpolateAtOffset(scalarIn + scalarIn, vec2(0.2)); // ERROR, no binary ops other than dereference
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    interpolateAtOffset(s2.x, vec2(0.2));      // ERROR
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    float f;
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    interpolateAtCentroid(f);           // ERROR, not interpolant
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    interpolateAtSample(outp, 0);       // ERROR, not interpolant
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} |