215 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			GLSL
		
	
	
	
			
		
		
	
	
			215 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			GLSL
		
	
	
	
#version 120
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in vec4 i;                // ERROR
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out vec4 o;               // ERROR
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attribute vec2 attv2;
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attribute vec4 attv4;
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uniform sampler2D s2D;
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invariant varying vec2 centTexCoord;
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invariant gl_Position;
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centroid gl_Position;     // ERROR
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centroid centroid foo;    // ERROR
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invariant gl_Position, gl_PointSize;
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void main()
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{
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    centTexCoord = attv2; 
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    gl_Position = attv4;
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    gl_ClipVertex = attv4;
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    gl_ClipDistance[1] = 0.2;  // ERROR
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    vec3[12] a;
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    vec4[a.length()] b;
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    gl_Position = b[b.length()-1];
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    float f[];
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    int a1 = f.length();  // ERROR
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    float f[7];
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    int aa = f.length();
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    int a2 = f.length;    // ERROR
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    int a3 = f.length(a); // ERROR
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    int a4 = f.flizbit;   // ERROR
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    int a4 = f.flizbit(); // ERROR
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    float md[2][4];       // ERROR
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    float[2] md2[4];      // ERROR
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    float[2][4] md3;      // ERROR
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    float md5, md6[2][3]; // ERROR
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    float[2] md4, md7[4]; // ERROR
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    float md9[2][3] = float[2][3](1, 2, 3, 4, 5, 6);  // ERROR
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    float md10, md11[2][3] = float[2][3](1, 2, 3, 4, 5, 6);  // ERROR
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    gl_PointSize = 3.8;
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}
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uniform float initted = 3.4;   // okay
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const float concall = sin(0.3);
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int[2][3] foo(                 // ERROR
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              float[2][3] a,   // ERROR
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              float[2] b[3],   // ERROR
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              float c[2][3]);  // ERROR
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int overloadA(in float f);
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int overloadA(out float f);        // ERROR, different qualifiers
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float overloadA(float);            // ERROR, different return value for same signature
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float overloadA(out float f, int);
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float overloadA(int i);
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void overloadB(float, const in float) { }
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vec2 overloadC(int, int);
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vec2 overloadC(const in int, float);
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vec2 overloadC(float, int);
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vec2 overloadC(vec2, vec2);
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vec3 overloadD(int, float);
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vec3 overloadD(float, in int);
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vec3 overloadE(float[2]);
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vec3 overloadE(mat2 m);
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vec3 overloadE(vec2 v);
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vec3 overloadF(int);
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vec3 overloadF(float);
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void foo()
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{
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    float f;
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    int i;
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    overloadB(f, f);
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    overloadB(f, 2);
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    overloadB(1, i);
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    overloadC(1);    // ERROR
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    overloadC(1, i);
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    overloadC(vec2(1), vec2(2));
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    overloadC(f, 3.0);           // ERROR, no way
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    overloadC(ivec2(1), vec2(2));
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    overloadD(i, f);
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    overloadD(f, i);
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    overloadD(i, i);   // ERROR, ambiguous
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    int overloadB;     // hiding
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    overloadB(1, i);   // ERROR
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    sin(1);
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    texture2D(s2D, ivec2(0));
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    clamp(attv4, 0, 1);
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    clamp(ivec4(attv4), 0, 1);
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    int a[2];
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    overloadC(a, 3); // ERROR
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    overloadE(a);    // ERROR
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    overloadE(3.3);  // ERROR
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    overloadE(vec2(3.3));
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    overloadE(mat2(0.5));
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    overloadE(ivec4(1)); // ERROR
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    overloadE(ivec2(1));
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    float b[2];
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    overloadE(b);
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    overloadF(1, 1); // ERROR
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    overloadF(1);
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}
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varying vec4 gl_TexCoord[35]; // ERROR, size too big
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// tests for output conversions
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void outFun(in float, out ivec2, in int, out float);
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int outFunRet(in float, out int, const in int, out ivec4);
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ivec2 outFunRet(in float, out ivec4, in int, out ivec4);
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void foo2()
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{
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    vec2 v2;
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    vec4 v4;
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    float f;
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    int i;
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    outFun(i, v2, i, f);
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    outFunRet(i, f, i, v4);
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    float ret = outFunRet(i, f, i, v4);
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    vec2 ret2 = outFunRet(i, v4, i, v4);
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    bool b = any(lessThan(v4, attv4));  // tests aggregate arg to unary built-in 
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}
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void noise()
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{
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    float f1 = noise1(1.0);
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    vec2 f2 = noise2(vec2(1.0));
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    vec3 f3 = noise3(vec3(1.0));
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    vec4 f4 = noise4(vec4(1.0));
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}
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// version 130 features
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uniform int c;
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attribute ivec2 x;
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attribute vec2 v2a;
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attribute float c1D;
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attribute vec2  c2D;
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attribute vec3  c3D;
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uniform vec4 v4;
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void foo213()
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{
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    float f = 3;
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    switch (c) {         // ERRORs...
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    case 1:              
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        f = sin(f);
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        break;
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    case 2:
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        f = f * f;
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    default:
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        f = 3.0;
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    }
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    int i;          
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    i << 3 | 0x8A >> 1 & 0xFF;      // ERRORs...
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    vec3 modfOut, modfIn;
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    vec3 v11 = modf(modfIn, modfOut); // ERRORS...
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    float t = trunc(f);
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    vec2 v12 = round(v2a);
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    vec2 v13 = roundEven(v2a);
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    bvec2 b10 = isnan(v2a);
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    bvec4 b11 = isinf(v4);
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    sinh(c1D) +                      // ERRORS...
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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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    int id = gl_VertexID;            // ERROR
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    gl_ClipDistance[1] = 0.3;        // ERROR
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}
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int gl_ModelViewMatrix[] = 0;
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// token pasting (ERRORS...)
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#define mac abc##def
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int mac;
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#define macr(A,B) A ## B
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int macr(qrs,tuv);
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layout(std140) uniform BlockName    // ERROR
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{
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    int test;
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};
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#extension GL_ARB_uniform_buffer_object : enable
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layout(std140) uniform BlockName
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{
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    int test;
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}; |