39 lines
		
	
	
		
			545 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			39 lines
		
	
	
		
			545 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 150 core
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in vec4 iv4;
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in float ps;
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in int ui;
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uniform sampler2D s2D;
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invariant gl_Position;
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struct s1 {
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    int a;
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    int a2;
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    vec4 b[3];
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};
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struct s2 {
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    int c;
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    s1 d[4];
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};
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out s2 s2out;
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void main()
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{
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    gl_Position = iv4;
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    gl_PointSize = ps;
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    gl_ClipDistance[2] = iv4.x;
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    int i;
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    s2out.d[i].b[2].w = ps;
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    // test non-implicit lod
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    texture(s2D, vec2(0.5));
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    textureProj(s2D, vec3(0.5));
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    textureLod(s2D, vec2(0.5), 3.2);
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}
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out float gl_ClipDistance[4];
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