182 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			GLSL
		
	
	
	
			
		
		
	
	
			182 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			GLSL
		
	
	
	
#version 130
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lowp vec3 a;
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mediump float b;
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highp int c;
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precision highp float;
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in vec4 i;
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out vec4 o;
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flat in float fflat;
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smooth in float fsmooth;
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noperspective in float fnop;
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void main()
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{
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    float clip = gl_ClipDistance[3];
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}
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uniform samplerCube sampC;
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void foo()
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{
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    vec4 s = textureGather(sampC, vec3(0.2));
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}
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#extension GL_ARB_texture_gather : enable
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void bar()
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{
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    vec4 s = textureGather(sampC, vec3(0.2));
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}
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flat in vec3 gl_Color;     // ERROR, type
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in vec4 gl_Color;
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flat in vec4 gl_Color;
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flat in vec4 gl_Color[2];  // ERROR, array 
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vec4 gl_Color;             // ERROR, storage
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#extension GL_ARB_texture_gather : warn
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void bar2()
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{
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    vec4 s = textureGather(sampC, vec3(0.2));
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    uvec3 uv3;
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    bvec3 b3;
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    b3 = lessThan(uv3, uv3);
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    b3 = equal(uv3, uv3);
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    const bvec2 bl1 = greaterThanEqual(uvec2(2, 3), uvec2(3,3));
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    const bvec2 bl2 = equal(uvec2(2, 3), uvec2(3,3));
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    const bvec2 bl3 = equal(bl1, bl2);  // yes, equal
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    int a1[int(bl3.x)];
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    int a2[int(bl3.y)];
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    a1[0];  // size 1
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    a2[0];  // size 1
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    const bvec4 bl4 = notEqual(greaterThan(uvec4(1,2,3,4), uvec4(0,2,0,6)), lessThanEqual(uvec4(7,8,9,10), uvec4(6, 8, 0, 11)));  // compare (t,f,t,f) with (f,t,f,t)
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    int a3[int(bl4.x)+int(bl4.y)+int(bl4.z)+int(bl4.w)];
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    a3[3];  // size 4
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    b3 != b3;
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    b3 < b3;                   // ERROR
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    uv3 > uv3;                 // ERROR
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    uvec2(2, 3) >= uvec2(3,3); // ERROR
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    int samples = gl_NumSamples; // ERROR
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    int(bl4) <= int(bl4);      // true
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    int(bl4.x) > int(bl4.y);   // false
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}
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_rectangle : enable
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#extension GL_ARB_sample_shading : enable
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uniform sampler2D samp2D;
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uniform sampler2DShadow samp2DS;
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uniform sampler2DRect samp2DR;
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uniform sampler2DArray samp2DA;
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void bar23()
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{
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    vec4 s;
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    s = textureGatherOffset(sampC, vec3(0.3), ivec2(1));        // ERROR
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    s = textureGatherOffset(samp2DR, vec2(0.3), ivec2(1));      // ERROR
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    s = textureGatherOffset(samp2D, vec2(0.3), ivec2(1));
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    s = textureGatherOffset(samp2DA, vec3(0.3), ivec2(1));
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    s = textureGatherOffset(samp2DS, vec2(0.3), 1.3, ivec2(1)); // ERROR
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    s = textureGatherOffset(samp2D, vec2(0.3), ivec2(1), 2);    // ERROR
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    int samples = gl_NumSamples;
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}
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#extension GL_ARB_gpu_shader5 : enable
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void bar234()
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{
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    vec4 s;
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    s = textureGatherOffset(samp2D, vec2(0.3), ivec2(1));
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    s = textureGatherOffset(samp2DA, vec3(0.3), ivec2(1));
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    s = textureGatherOffset(samp2DR, vec2(0.3), ivec2(1));
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    s = textureGatherOffset(samp2DS, vec2(0.3), 1.3, ivec2(1));
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    s = textureGatherOffset(samp2D, vec2(0.3), ivec2(1), 2);
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}
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#extension GL_ARB_texture_cube_map_array : enable
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uniform  samplerCubeArray Sca;
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uniform isamplerCubeArray Isca;
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uniform usamplerCubeArray Usca;
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uniform samplerCubeArrayShadow Scas;
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void bar235()
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{
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    ivec3 a = textureSize(Sca, 3);
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    vec4 b = texture(Sca, i);
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    ivec4 c = texture(Isca, i, 0.7);
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    uvec4 d = texture(Usca, i);
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    b = textureLod(Sca, i, 1.7);
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    a = textureSize(Scas, a.x);
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    float f = texture(Scas, i, b.y);
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    c = textureGrad(Isca, i, vec3(0.1), vec3(0.2));
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}
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int \
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    x;  // ERROR until 420pack is turned on
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#extension GL_ARB_shading_language_420pack : enable
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const int ai[3] = { 10, 23, 32 };
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layout(binding=0) uniform blockname { int a; } instanceName;  // ERROR
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uniform layout(binding=0) sampler2D bounds;
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void bar23444()
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{
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    mat4x3 m43;  \
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    float a1 = m43[3].y;
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    vec3 v3;
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    int a2 = m43.length();
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    a2 += m43[1].length();
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    a2 += v3.length();
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    const float b = 2 * a1;
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    a.x = gl_MinProgramTexelOffset + gl_MaxProgramTexelOffset;
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    bool boolb;
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    boolb.length();     // ERROR
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    m43[3][1].length(); // ERROR
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    v3.length;          // ERROR
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    v3.length(b);       // ERROR
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}
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in float gl_FogFragCoord;
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#extension GL_ARB_separate_shader_objects : enable
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in float gl_FogFragCoord;
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in int gl_FogFragCoord;    // ERROR
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layout(early_fragment_tests) in;         // ERROR
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layout(r32i) uniform iimage2D iimg2Dbad; // ERROR
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#extension GL_ARB_shader_image_load_store : enable
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layout(early_fragment_tests) in;
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layout(r32i) uniform iimage2D iimg2D;
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void qux2()
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{
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    int i;
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    imageAtomicCompSwap(iimg2D, ivec2(i,i), i, i);
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    ivec4 pos = imageLoad(iimg2D, ivec2(i,i));
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}
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layout(early_fragment_tests) out;         // ERROR
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#extension GL_ARB_explicit_uniform_location : enable
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layout(location = 3) uniform vec4 ucolor0; // ERROR: explicit attrib location is also required for version < 330
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#extension GL_ARB_explicit_attrib_location : enable
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layout(location = 4) uniform vec4 ucolor1;
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