 3ed2db58f1
			
		
	
	
		3ed2db58f1
		
	
	
	
	
		
			
			git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@21064 e7fa87d3-cd2b-0410-9028-fcbf551c1848
		
			
				
	
	
		
			68 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			68 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 300 es
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| 
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| uniform sampler2D s2D;
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| uniform sampler3D s3D;
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| uniform samplerCube sCube;
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| uniform samplerCubeShadow sCubeShadow;
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| uniform sampler2DShadow s2DShadow;
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| uniform sampler2DArray s2DArray;
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| uniform sampler2DArrayShadow s2DArrayShadow;
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| 
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| uniform isampler2D is2D;
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| uniform isampler3D is3D;
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| uniform isamplerCube isCube;
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| uniform isampler2DArray is2DArray;
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| 
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| uniform usampler2D us2D;
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| uniform usampler3D us3D;
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| uniform usamplerCube usCube;
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| uniform usampler2DArray us2DArray;
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| 
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| in float c1D;
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| in vec2  c2D;
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| in vec3  c3D;
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| in vec4  c4D;
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| 
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| flat in int   ic1D;
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| flat in ivec2 ic2D;
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| flat in ivec3 ic3D;
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| flat in ivec4 ic4D;
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| 
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| in sampler2D bads; // ERROR
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| 
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| struct s {
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|     int i;
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|     sampler2D s;   // ERROR
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| };
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| 
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| out s badout;      // ERROR
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| 
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| void main()
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| {
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|     float f;
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|     vec4 v;
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|     v = texture(s2D, c2D);
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|     v = textureProj(s3D, c4D);
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|     v = textureLod(s2DArray, c3D, 1.2);
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|     f = textureOffset(s2DShadow, c3D, ic2D, c1D);
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|     v = texelFetch(s3D, ic3D, ic1D);
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|     v = texelFetchOffset(s2D, ic2D, 4, ic2D);
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|     f = textureLodOffset(s2DShadow, c3D, c1D, ic2D);
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|     v = textureProjLodOffset(s2D, c3D, c1D, ic2D);
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|     v = textureGrad(sCube, c3D, c3D, c3D);
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|     f = textureGradOffset(s2DArrayShadow, c4D, c2D, c2D, ic2D);
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|     v = textureProjGrad(s3D, c4D, c3D, c3D);
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|     v = textureProjGradOffset(s2D, c3D, c2D, c2D, ic2D);
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| 
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|     ivec4 iv;
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|     iv = texture(is2D, c2D);
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|     iv = textureProjOffset(is2D, c4D, ic2D);
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|     iv = textureProjLod(is2D, c3D, c1D);
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|     iv = textureProjGrad(is2D, c3D, c2D, c2D);
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|     iv = texture(is3D, c3D, 4.2);
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|     iv = textureLod(isCube, c3D, c1D);
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|     iv = texelFetch(is2DArray, ic3D, ic1D);
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| 
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|     iv.xy = textureSize(sCubeShadow, 2);
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| }
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