71 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			71 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 400
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uniform float u;
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int foo(int a, const int b, in int c, const in int d, out int e, inout int f)
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{
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    int sum = a + b + c + d + f; // no e, it is out only
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	// sum should be 47 now
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	a *= 64;
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	// no b, it is read only
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	c *= 64;
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	// no d, it is read only
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	e = 64 * 16; // e starts undefined
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	f *= 64;
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	sum += a + 64 * b + c + 64 * d + e + f; // everything has a value now, totaling of 64(1+2+4+8+16+32) = 64*63 = 4032
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	// sum should be 4032 + 47  = 4079
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	return sum;
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}
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int foo2(float a, vec3 b, out int r)
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{
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    r = int(3.0 * a);
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    return int(5.0 * b.y);
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}
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int foo3()
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{
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    if (u > 3.2) {
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        discard;
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        return 1000000;
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    }
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    return 2000000;
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}
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void main()
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{
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    int e;
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	int t = 2;
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	struct s {
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	    ivec4 t;
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	} f;
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	f.t.y = 32;
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    // test the different qualifers
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    int color = foo(1, 2, t+t, 8, e, f.t.y);
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	color += 128 * (e + f.t.y); // right side should be 128(64(16 + 32)) = 393216
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	// sum should be 4079 + 393216 = 397295
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    // test conversions
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    float arg;
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    float ret;
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    ret = foo2(4, ivec3(1,2,3), arg);  // ret = 10, param = 12.0
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    color += int(ret + arg); // adds 22, for total of 397317
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    color += foo3();         // theoretically, add 2000000, for total of 2397317
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    gl_FragColor = vec4(color);
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}
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vec3 m(vec2);
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void aggCall()
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{
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    float F;
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    m(ivec2(F));  // test input conversion of single argument that's an aggregate; other function tests in 120.vert
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}
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