432 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			432 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 310 es
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highp float nodef3(float); // ERROR, no default precision
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precision mediump float;
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precision highp usampler2D;
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precision highp sampler2D;
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precision highp isampler2DArray;
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layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord;  // ERROR, not supported
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layout(location = 2) in vec3 v3;
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layout(location = 2) in mat4 yi;  // ERROR, locations conflict with xi
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uniform sampler2D arrayedSampler[5];
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uniform usampler2D usamp2d;
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uniform usampler2DRect samp2dr;      // ERROR, reserved
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uniform isampler2DArray isamp2DA;
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in vec2 c2D;
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uniform int i;
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void main()
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{
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    vec4 v = texture(arrayedSampler[i], c2D);  // ERROR
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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, not supported
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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(0.5));
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    iv4 = textureGatherOffset(isamp2DA, vec3(0.1), ivec2(i));     // ERROR, offset not constant
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}
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out vec4 outp;
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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(usamp2d, outp, vec2(0.0), vec2(0.0), ivec2(c2D));     // ERROR, offset not constant
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    textureProjGradOffset(usamp2d, outp, vec2(0.0), vec2(0.0), offsets[1]);
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    textureProjGradOffset(usamp2d, outp, vec2(0.0), vec2(0.0), offsets[2]);     // ERROR, offset out of range
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    textureProjGradOffset(usamp2d, outp, vec2(0.0), vec2(0.0), ivec2(-10, 20)); // ERROR, offset out of range
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    if (gl_HelperInvocation)
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        ++outp;
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    int sum = gl_MaxVertexImageUniforms +
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              gl_MaxFragmentImageUniforms +
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              gl_MaxComputeImageUniforms +
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              gl_MaxCombinedImageUniforms +
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              gl_MaxCombinedShaderOutputResources;
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    bool b1, b2, b3, b;
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    b1 = mix(b2, b3, b);
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    uvec3 um3 = mix(uvec3(i), uvec3(i), bvec3(b));
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    ivec4 im4 = mix(ivec4(i), ivec4(i), bvec4(b));
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}
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layout(binding=3) uniform sampler2D s1;
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layout(binding=3) uniform sampler2D s2; // ERROR: overlapping bindings?  Don't see that in the 310 spec.
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highp layout(binding=2) uniform writeonly image2D      i2D;
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      layout(binding=4) uniform readonly  image3D      i3D;    // ERROR, no default precision
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      layout(binding=5) uniform           imageCube    iCube;  // ERROR, no default precision
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      layout(binding=6) uniform           image2DArray i2DA;   // ERROR, no default precision
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      layout(binding=6) uniform coherent volatile restrict image2D i2Dqualified;    // ERROR, no default precision
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layout(binding = 1) uniform bb {
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    int foo;
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    layout(binding = 2) float f;     // ERROR
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} bbi;
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in centroid vec4 centroidIn;
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layout(location = 200000) uniform vec4 bigl;  // ERROR, location too big
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layout(early_fragment_tests) in;
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layout(location = 40) out vec4 bigout1;  // ERROR, too big
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layout(location = 40) out vec4 bigout2;  // ERROR, overlap
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layout(location = -2) out vec4 neg;      // ERROR, negative
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layout(std430) buffer b430 {
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    int i;
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} b430i;
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layout(shared) uniform bshar {
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    int i;
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} bshari;
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in smooth vec4 smoothIn;
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in flat int flatIn;
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uniform sampler2DMS s2dms;  // ERROR, no default precision qualifier
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void foots()
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{
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    highp ivec2 v2 = textureSize(s1, 2);
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    highp ivec3 v3 = textureSize(isamp2DA, 3);
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    v2 = textureSize(s2dms);
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    v2 = imageSize(i2D);
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    v3 = imageSize(i3D);
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    v2 = imageSize(iCube);
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    v3 = imageSize(i2DA);
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    v2 = imageSize(i2Dqualified);
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}
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out bool bout;          // ERROR
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highp out image2D imageOut;   // ERROR
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out mat2x3 mout;        // ERROR
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in bool inb;         // ERROR
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in sampler2D ino;    // ERROR
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in float ina[4];
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in float inaa[4][2]; // ERROR
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struct S { float f; };
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in S ins;
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in S[4] inasa;       // ERROR
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in S insa[4];        // ERROR
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struct SA { float f[4]; };
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in SA inSA;          // ERROR
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struct SS { float f; S s; };
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in SS inSS;          // ERROR
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#ifndef GL_EXT_shader_io_blocks
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#error GL_EXT_shader_io_blocks not defined
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#endif
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#extension GL_EXT_shader_io_blocks : enable
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out outbname { int a; } outbinst;   // ERROR, not out block in fragment shader
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in inbname {
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    int a;
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    vec4 v;
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    struct { int b; } s;     // ERROR, nested struct definition
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} inbinst;
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in inbname2 {
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    layout(location = 12) int aAnon;
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    layout(location = 13) centroid in vec4 vAnon;
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};
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in layout(location = 13) vec4 aliased; // ERROR, aliased
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in inbname2 {                // ERROR, reuse of block name
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    int aAnon;
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    centroid in vec4 vAnon;
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};
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in badmember {               // ERROR, aAnon already in global scope
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    int aAnon;
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};
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int inbname;                 // ERROR, redefinition of block name
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vec4 vAnon;                  // ERROR, anon in global scope; redefinition
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in arrayed {
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    float f;
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} arrayedInst[4];
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void fooIO()
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{
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    vec4 v = inbinst.v + vAnon;
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    v *= arrayedInst[2].f;
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    v *= arrayedInst[i].f;
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}
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in vec4 gl_FragCoord;
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layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord;  // ERROR, non-ES
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layout(early_fragment_tests) in;
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out float gl_FragDepth;
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layout(depth_any) out float gl_FragDepth;  // ERROR, non-ES
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void foo_IO()
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{
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    gl_FragDepth = 0.2;  // ERROR, early_fragment_tests declared
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    gl_Layer;            // ERROR, not present
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    gl_PrimitiveID;      // ERROR, not present
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    bool f = gl_FrontFacing;
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}
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out float gl_FragDepth;
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#extension GL_OES_geometry_shader : enable
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void foo_GS()
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{
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    highp int l = gl_Layer;
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    highp int p = gl_PrimitiveID;
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}
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in vec2 inf, ing;
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uniform ivec2 offsets[4];
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uniform sampler2D sArray[4];
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uniform int sIndex;
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layout(binding = 0) uniform atomic_uint auArray[2];
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uniform ubName { int i; } ubInst[4];
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buffer bbName { int i; } bbInst[4];
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highp uniform writeonly image2D iArray[5];
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const ivec2 constOffsets[4] = ivec2[4](ivec2(0.1), ivec2(0.2), ivec2(0.3), ivec2(0.4));
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void pfooBad()
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{
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    precise vec2 h;                                            // ERROR reserved
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    h = fma(inf, ing, h);                                      // ERROR, not available
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    textureGatherOffset(sArray[0], vec2(0.1), ivec2(inf));     // ERROR, offset not constant
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    textureGatherOffsets(sArray[0], vec2(0.1), constOffsets);  // ERROR, not available
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}
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#extension GL_OES_gpu_shader5 : enable
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void pfoo()
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{
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    precise vec2 h;
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    h = fma(inf, ing, h);
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    textureGatherOffset(sArray[0], vec2(0.1), ivec2(inf));
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    textureGatherOffsets(sArray[0], vec2(0.1), constOffsets);
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    textureGatherOffsets(sArray[0], vec2(0.1), offsets);       // ERROR, offset not constant
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}
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#extension GL_EXT_texture_cube_map_array : enable
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precision highp imageCubeArray        ;
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precision highp iimageCubeArray       ;
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precision highp uimageCubeArray       ;
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precision highp samplerCubeArray      ;
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precision highp samplerCubeArrayShadow;
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precision highp isamplerCubeArray     ;
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precision highp usamplerCubeArray     ;
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uniform writeonly imageCubeArray  CA1;
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uniform writeonly iimageCubeArray CA2;
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uniform writeonly uimageCubeArray CA3;
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#ifdef GL_EXT_texture_cube_map_array
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uniform samplerCubeArray          CA4;
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uniform samplerCubeArrayShadow    CA5;
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uniform isamplerCubeArray         CA6;
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uniform usamplerCubeArray         CA7;
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#endif
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void CAT()
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{
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    highp vec4 b4 = texture(CA4, vec4(0.5), 0.24);
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    highp ivec4 b6 = texture(CA6, vec4(0.5), 0.26);
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    highp uvec4 b7 = texture(CA7, vec4(0.5), 0.27);
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}
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void badSample()
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{
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    lowp     int  a1 = gl_SampleID;         // ERROR, need extension
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    mediump  vec2 a2 = gl_SamplePosition;   // ERROR, need extension
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    highp    int  a3 = gl_SampleMaskIn[0];  // ERROR, need extension
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    gl_SampleMask[0] = a3;                  // ERROR, need extension
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    mediump int n = gl_NumSamples;          // ERROR, need extension
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}
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#ifdef GL_OES_sample_variables
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#extension GL_OES_sample_variables : enable
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#endif
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void goodSample()
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{
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    lowp     int  a1 = gl_SampleID;       
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    mediump  vec2 a2 = gl_SamplePosition; 
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    highp    int  a3 = gl_SampleMaskIn[0];
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    gl_SampleMask[0] = a3;
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    mediump int n1 = gl_MaxSamples;
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    mediump int n2 = gl_NumSamples;
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}
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uniform layout(r32f)  highp  image2D im2Df;
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uniform layout(r32ui) highp uimage2D im2Du;
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uniform layout(r32i)  highp iimage2D im2Di;
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uniform ivec2 P;
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void badImageAtom()
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{
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    float datf;
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    int dati;
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    uint datu;
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    imageAtomicAdd(     im2Di, P, dati);        // ERROR, need extension
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    imageAtomicAdd(     im2Du, P, datu);        // ERROR, need extension
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    imageAtomicMin(     im2Di, P, dati);        // ERROR, need extension
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    imageAtomicMin(     im2Du, P, datu);        // ERROR, need extension
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    imageAtomicMax(     im2Di, P, dati);        // ERROR, need extension
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    imageAtomicMax(     im2Du, P, datu);        // ERROR, need extension
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    imageAtomicAnd(     im2Di, P, dati);        // ERROR, need extension
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    imageAtomicAnd(     im2Du, P, datu);        // ERROR, need extension
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    imageAtomicOr(      im2Di, P, dati);        // ERROR, need extension
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    imageAtomicOr(      im2Du, P, datu);        // ERROR, need extension
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    imageAtomicXor(     im2Di, P, dati);        // ERROR, need extension
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    imageAtomicXor(     im2Du, P, datu);        // ERROR, need extension
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    imageAtomicExchange(im2Di, P, dati);        // ERROR, need extension
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    imageAtomicExchange(im2Du, P, datu);        // ERROR, need extension
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    imageAtomicExchange(im2Df, P, datf);        // ERROR, need extension
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    imageAtomicCompSwap(im2Di, P,  3, dati);    // ERROR, need extension
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    imageAtomicCompSwap(im2Du, P, 5u, datu);    // ERROR, need extension
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}
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#ifdef GL_OES_shader_image_atomic 
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#extension GL_OES_shader_image_atomic : enable
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#endif
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uniform layout(rgba32f)  highp  image2D badIm2Df;  // ERROR, needs readonly or writeonly
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uniform layout(rgba8ui) highp uimage2D badIm2Du;   // ERROR, needs readonly or writeonly
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uniform layout(rgba16i)  highp iimage2D badIm2Di;  // ERROR, needs readonly or writeonly
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void goodImageAtom()
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{
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    float datf;
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    int dati;
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    uint datu;
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    imageAtomicAdd(     im2Di, P, dati);
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    imageAtomicAdd(     im2Du, P, datu);
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    imageAtomicMin(     im2Di, P, dati);
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    imageAtomicMin(     im2Du, P, datu);
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    imageAtomicMax(     im2Di, P, dati);
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    imageAtomicMax(     im2Du, P, datu);
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    imageAtomicAnd(     im2Di, P, dati);
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    imageAtomicAnd(     im2Du, P, datu);
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    imageAtomicOr(      im2Di, P, dati);
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    imageAtomicOr(      im2Du, P, datu);
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    imageAtomicXor(     im2Di, P, dati);
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    imageAtomicXor(     im2Du, P, datu);
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    imageAtomicExchange(im2Di, P, dati);
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    imageAtomicExchange(im2Du, P, datu);
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    imageAtomicExchange(im2Df, P, datf);
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    imageAtomicCompSwap(im2Di, P,  3, dati);
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    imageAtomicCompSwap(im2Du, P, 5u, datu);
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    imageAtomicMax(badIm2Di, P, dati);      // ERROR, not an allowed layout() on the image
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    imageAtomicMax(badIm2Du, P, datu);      // ERROR, not an allowed layout() on the image
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    imageAtomicExchange(badIm2Df, P, datf); // ERROR, not an allowed layout() on the image
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}
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sample in vec4 colorSampInBad;       // ERROR, reserved
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centroid out vec4 colorCentroidBad;  // ERROR
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flat out vec4 colorBadFlat;          // ERROR
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smooth out vec4 colorBadSmooth;      // ERROR
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noperspective out vec4 colorBadNo;   // ERROR
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flat centroid in vec2 colorfc;
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in float scalarIn;
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void badInterp()
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{
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    interpolateAtCentroid(colorfc);             // ERROR, need extension
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    interpolateAtSample(colorfc, 1);            // ERROR, need extension
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    interpolateAtOffset(colorfc, vec2(0.2));    // ERROR, need extension
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}
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#if defined GL_OES_shader_multisample_interpolation
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#extension GL_OES_shader_multisample_interpolation : enable
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#endif
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sample in vec4 colorSampIn;
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sample out vec4 colorSampleBad;     // ERROR
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flat sample in vec4 colorfsi;
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sample in vec3 sampInArray[4];
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void interp()
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{
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    float res;
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    vec2 res2;
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    vec3 res3;
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    vec4 res4;
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    res2 = interpolateAtCentroid(colorfc);
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    res4 = interpolateAtCentroid(colorSampIn);
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    res4 = interpolateAtCentroid(colorfsi);
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    res  = interpolateAtCentroid(scalarIn);
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    res3 = interpolateAtCentroid(sampInArray);         // ERROR
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    res3 = interpolateAtCentroid(sampInArray[2]);
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    res2 = interpolateAtCentroid(sampInArray[2].xy);   // ERROR
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    res3 = interpolateAtSample(sampInArray, 1);        // ERROR
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    res3 = interpolateAtSample(sampInArray[i], 0);
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    res2 = interpolateAtSample(sampInArray[2].xy, 2);  // ERROR
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    res  = interpolateAtSample(scalarIn, 1);
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    res3 = interpolateAtOffset(sampInArray, vec2(0.2));         // ERROR
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    res3 = interpolateAtOffset(sampInArray[2], vec2(0.2));
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    res2 = interpolateAtOffset(sampInArray[2].xy, vec2(0.2));   // ERROR, no swizzle
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    res  = interpolateAtOffset(scalarIn + scalarIn, vec2(0.2)); // ERROR, no binary ops other than dereference
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    res  = interpolateAtOffset(scalarIn, vec2(0.2));
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						|
 | 
						|
    float f;
 | 
						|
    res  = interpolateAtCentroid(f);           // ERROR, not interpolant
 | 
						|
    res4 = interpolateAtSample(outp, 0);       // ERROR, not interpolant
 | 
						|
}
 | 
						|
 | 
						|
layout(blend_support_softlight) out;           // ERROR, need extension
 | 
						|
 | 
						|
#ifdef GL_KHR_blend_equation_advanced
 | 
						|
#extension GL_KHR_blend_equation_advanced : enable
 | 
						|
#endif
 | 
						|
 | 
						|
layout(blend_support_multiply) out;
 | 
						|
layout(blend_support_screen) out;
 | 
						|
layout(blend_support_overlay) out;
 | 
						|
layout(blend_support_darken, blend_support_lighten) out;
 | 
						|
layout(blend_support_colordodge) layout(blend_support_colorburn) out;
 | 
						|
layout(blend_support_hardlight) out;
 | 
						|
layout(blend_support_softlight) out;
 | 
						|
layout(blend_support_difference) out;
 | 
						|
layout(blend_support_exclusion) out;
 | 
						|
layout(blend_support_hsl_hue) out;
 | 
						|
layout(blend_support_hsl_saturation) out;
 | 
						|
layout(blend_support_hsl_color) out;
 | 
						|
layout(blend_support_hsl_luminosity) out;
 | 
						|
layout(blend_support_all_equations) out;
 | 
						|
 | 
						|
layout(blend_support_hsl_luminosity) out;              // okay to repeat
 | 
						|
 | 
						|
layout(blend_support_hsl_luminosity) in;                       // ERROR, only on "out"
 | 
						|
layout(blend_support_hsl_luminosity) out vec4;                 // ERROR, only on standalone
 | 
						|
layout(blend_support_hsl_luminosity) out vec4 badout;          // ERROR, only on standalone
 | 
						|
layout(blend_support_hsl_luminosity) struct badS {int i;};     // ERROR, only on standalone
 | 
						|
layout(blend_support_hsl_luminosity) void blendFoo() { }       // ERROR, only on standalone
 | 
						|
void blendFoo(layout(blend_support_hsl_luminosity) vec3 v) { } // ERROR, only on standalone
 | 
						|
layout(blend_support_flizbit) out;                             // ERROR, no flizbit
 | 
						|
 | 
						|
out vec4 outAA[2][2];  // ERROR
 |