 a4ca22ff1d
			
		
	
	
		a4ca22ff1d
		
	
	
	
	
		
			
			git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@24272 e7fa87d3-cd2b-0410-9028-fcbf551c1848
		
			
				
	
	
		
			150 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			150 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 300 es
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| 
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| uniform sampler2D s2D;
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| uniform lowp sampler3D s3D;
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| uniform samplerCube sCube;
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| uniform lowp samplerCubeShadow sCubeShadow;
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| uniform lowp sampler2DShadow s2DShadow;
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| uniform lowp sampler2DArray s2DArray;
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| uniform lowp sampler2DArrayShadow s2DArrayShadow;
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| 
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| uniform lowp isampler2D is2D;
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| uniform lowp isampler3D is3D;
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| uniform lowp isamplerCube isCube;
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| uniform lowp isampler2DArray is2DArray;
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| 
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| uniform lowp usampler2D us2D;
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| uniform lowp usampler3D us3D;
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| uniform lowp usamplerCube usCube;
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| uniform lowp usampler2DArray us2DArray;
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| precision lowp float;
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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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| smooth 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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| noperspective in vec4 badv; // ERROR
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| in sampler2D bads;          // ERROR
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| precision lowp uint;        // ERROR
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| 
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| struct s {
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|     int i;
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|     sampler2D s;
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| };
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| 
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| in s badout;               // ERROR, can't contain a sampler
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| 
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| struct S2 {
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|     vec3 c;
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|     float f;
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| };
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| 
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| in S2 s2;
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| 
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| out vec3 sc;
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| out float sf;
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| 
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| uniform sampler2D arrayedSampler[5];
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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);  // ERROR, offset argument not constant
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|     v = texelFetch(s3D, ic3D, ic1D);
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|     v = texelFetchOffset(arrayedSampler[2], 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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|     v = texture(arrayedSampler[ic1D], c2D);                 // ERROR
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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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|     float precise;
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|     double boo;       // ERROR
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|     dvec2 boo2;       // ERROR
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|     dvec3 boo3;       // ERROR
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|     dvec4 boo4;       // ERROR
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| 
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|     f += gl_FragCoord.y;
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|     gl_FragDepth = f;
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| 
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|     sc = s2.c;
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|     sf = s2.f;
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| 
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|     sinh(c1D) +
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|     cosh(c1D) * tanh(c2D);
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|     asinh(c4D) + acosh(c4D);
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|     atanh(c3D);
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| }
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| 
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| uniform multi {
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|     int[2] a[3];      // ERROR
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|     int[2][3] b;      // ERROR
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|     int c[2][3];      // ERROR
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| } multiInst[2][3];    // ERROR
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| 
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| out vec4 colors[4];
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| 
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| void foo()
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| {
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|     colors[2] = c4D;
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|     colors[ic1D] = c4D;  // ERROR
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| }
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| 
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| uniform s st1;
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| uniform s st2;
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| 
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| void foo13(s inSt2)
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| {
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|     if (st1 == st2);  // ERROR
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|     if (st1 != st2);  // ERROR
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|     st1.s == st2.s;   // ERROR
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|     inSt2 = st1;      // ERROR
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|     inSt2 == st1;     // ERROR
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| }
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| 
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| void foo23()
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| {
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|     textureOffset(s2DShadow, c3D, ivec2(-8, 7), c1D);
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|     textureOffset(s2DShadow, c3D, ivec2(-9, 8), c1D);
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| }
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| 
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| void foo324(void)
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| {
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|     float p = pow(3.2, 4.6);
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|     p += sin(0.4);
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|     p += distance(vec2(10.0, 11.0), vec2(13.0, 15.0)); // 5
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|     p += dot(vec3(2,3,5), vec3(-2,-1,4));              // 13
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|     vec3 c3 = cross(vec3(3,-3,1), vec3(4,9,2));        // (-15, -2, 39)
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|     c3 += faceforward(vec3(1,2,3), vec3(2,3,5), vec3(-2,-1,4));     // (-1,-2,-3)
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|     c3 += faceforward(vec3(1,2,3), vec3(-2,-3,-5), vec3(-2,-1,4));  // (1,2,3)
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|     vec2 c2 = reflect(vec2(1,3), vec2(0,1));           // (1,-3)
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|     c2 += refract(vec2(1,3), vec2(0,1), 1.0);          // (1,-3)
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|     c2 += refract(vec2(1,3), vec2(0,1), 3.0);
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|     c2 += refract(vec2(1,0.1), vec2(0,1), 5.0);        // (0,0)
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|     mat3x2 m32 = outerProduct(vec2(2,3), vec3(5,7,11));// rows: (10, 14, 22), (15, 21, 33)
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| }
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| 
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| float imageBuffer;    // ERROR, reserved
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| float uimage2DRect;   // ERROR, reserved
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