256 lines
		
	
	
		
			8.2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
			
		
		
	
	
			256 lines
		
	
	
		
			8.2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
#version 320 es
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out outbname {
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    int a;
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    out vec4 v;
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    highp sampler2D s;   // ERROR, opaque type
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} outbinst;
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out outbname2 {
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    layout(location = 12) int aAnon;
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    layout(location = 13) vec4 vAnon;
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};
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layout(location = 12) out highp int aliased;  // ERROR, aliasing location
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in inbname { int a; } inbinst;  // ERROR, no in block in vertex shader
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out gl_PerVertex {              // ERROR, has extra member
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    highp vec4 gl_Position;
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    highp vec4 t;
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};
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void main()
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{
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    int sum  = gl_VertexID +
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               gl_InstanceID;
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    gl_Position = vec4(1.0);
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    gl_PointSize = 2.0;         // ERROR, removed by redeclaration
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}
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out gl_PerVertex {              // ERROR, already used and already redeclared
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    highp vec4 gl_Position;
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    highp vec4 t;
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};
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smooth out smo {                // ERROR, no smooth on a block
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    int i;
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} smon;
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flat out fmo {                  // ERROR, no flat on a block
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    int i;
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} fmon;
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centroid out cmo {              // ERROR, no centroid on a block
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    int i;
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} cmon;
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invariant out imo {             // ERROR, no invariant on a block
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    int i;
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} imon;
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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 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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    sArray[sIndex + 1];
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    ubInst[sIndex + 1];
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    bbInst[sIndex - 2];      // ERROR, still not supported
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    iArray[2];
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    iArray[sIndex - 2];
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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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uniform samplerBuffer  noPreSamp1;            // ERROR, no default precision
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uniform isamplerBuffer noPreSamp2;            // ERROR, no default precision
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uniform usamplerBuffer noPreSamp3;            // ERROR, no default precision
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uniform writeonly imageBuffer    noPreSamp4;  // ERROR, no default precision
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uniform writeonly iimageBuffer   noPreSamp5;  // ERROR, no default precision
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uniform writeonly uimageBuffer   noPreSamp6;  // ERROR, no default precision
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precision highp samplerBuffer; 
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precision highp isamplerBuffer;
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precision highp usamplerBuffer;
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precision highp imageBuffer;   
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precision highp iimageBuffer;  
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precision highp uimageBuffer;  
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#ifdef GL_OES_texture_buffer
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uniform samplerBuffer  bufSamp1;          
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uniform isamplerBuffer bufSamp2;          
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uniform usamplerBuffer bufSamp3;          
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#endif
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#ifdef GL_EXT_texture_buffer
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uniform writeonly imageBuffer    bufSamp4;
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uniform writeonly iimageBuffer   bufSamp5;
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uniform writeonly uimageBuffer   bufSamp6;
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#endif
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void bufferT()
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{
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    highp int s1 = textureSize(bufSamp1);
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    highp int s2 = textureSize(bufSamp2);
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    highp int s3 = textureSize(bufSamp3);
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    highp int s4 = imageSize(bufSamp4);
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    highp int s5 = imageSize(bufSamp5);
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    highp int s6 = imageSize(bufSamp6);
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    highp vec4 f1 = texelFetch(bufSamp1, s1);
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    highp ivec4 f2 = texelFetch(bufSamp2, s2);
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    highp uvec4 f3 = texelFetch(bufSamp3, s3);
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}
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uniform writeonly imageCubeArray  noPreCA1;   // ERROR, no default precision
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uniform writeonly iimageCubeArray noPreCA2;   // ERROR, no default precision
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uniform writeonly uimageCubeArray noPreCA3;   // ERROR, no default precision
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uniform samplerCubeArray          noPreCA4;   // ERROR, no default precision
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uniform samplerCubeArrayShadow    noPreCA5;   // ERROR, no default precision
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uniform isamplerCubeArray         noPreCA6;   // ERROR, no default precision
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uniform usamplerCubeArray         noPreCA7;   // ERROR, no default precision
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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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layout(rgba16f) uniform readonly imageCubeArray  rCA1;
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layout(rgba32i) uniform readonly iimageCubeArray rCA2;
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layout(r32ui) uniform readonly uimageCubeArray rCA3;
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#ifdef GL_OES_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 ivec3 s4 = textureSize(CA4, 1);
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    highp ivec3 s5 = textureSize(CA5, 1);
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    highp ivec3 s6 = textureSize(CA6, 1);
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    highp ivec3 s7 = textureSize(CA7, 1);
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    highp vec4 t4 = texture(CA4, vec4(0.5));
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    highp float t5 = texture(CA5, vec4(0.5), 3.0);
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    highp ivec4 t6 = texture(CA6, vec4(0.5));
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    highp uvec4 t7 = texture(CA7, vec4(0.5));
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    highp vec4 L4 = textureLod(CA4, vec4(0.5), 0.24);
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    highp ivec4 L6 = textureLod(CA6, vec4(0.5), 0.26);
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    highp uvec4 L7 = textureLod(CA7, vec4(0.5), 0.27);
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    highp vec4 g4 = textureGrad(CA4, vec4(0.5), vec3(0.1), vec3(0.2));
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    highp ivec4 g6 = textureGrad(CA6, vec4(0.5), vec3(0.1), vec3(0.2));
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    highp uvec4 g7 = textureGrad(CA7, vec4(0.5), vec3(0.1), vec3(0.2));
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    highp vec4 gath4 = textureGather(CA4, vec4(0.5));
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    highp vec4 gathC4 = textureGather(CA4, vec4(0.5), 2);
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    highp ivec4 gath6 = textureGather(CA6, vec4(0.5));
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    highp ivec4 gathC6 = textureGather(CA6, vec4(0.5), 1);
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    highp uvec4 gath7 = textureGather(CA7, vec4(0.5));
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    highp uvec4 gathC7 = textureGather(CA7, vec4(0.5), 0);
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    highp vec4 gath5 = textureGather(CA5, vec4(0.5), 2.5);
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    highp ivec3 s1 = imageSize(CA1);
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    highp ivec3 s2 = imageSize(CA2);
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    highp ivec3 s3 = imageSize(CA3);
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    imageStore(CA1, s3, vec4(1));
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    imageStore(CA2, s3, ivec4(1));
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    imageStore(CA3, s3, uvec4(1));
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    highp vec4 cl1 = imageLoad(rCA1, s3);
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    highp ivec4 cl2 = imageLoad(rCA2, s3);
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    highp uvec4 cl3 = imageLoad(rCA3, s3);
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}
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uniform sampler2DMSArray  noPrec2DMS;    // ERROR, no default
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uniform isampler2DMSArray noPrec2DMSi;   // ERROR, no default
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uniform usampler2DMSArray noPrec2DMSu;   // ERROR, no default
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precision highp sampler2DMSArray;
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precision highp isampler2DMSArray;
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precision highp usampler2DMSArray;
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uniform sampler2DMSArray  samp2DMSA;
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uniform isampler2DMSArray samp2DMSAi;
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uniform usampler2DMSArray samp2DMSAu;
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void MSA()
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{
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    vec4 tf = texelFetch(samp2DMSA, ivec3(5), 2);
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    ivec4 tfi = texelFetch(samp2DMSAi, ivec3(5), 2);
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    uvec4 tfu = texelFetch(samp2DMSAu, ivec3(5), 2);
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    ivec3 tfs = textureSize(samp2DMSA);
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    ivec3 tfsi = textureSize(samp2DMSAi);
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    ivec3 tfsb = textureSize(samp2DMSAi, 4);  // ERROR, no lod
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    ivec3 tfsu = textureSize(samp2DMSAu);
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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 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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}
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sample out vec4 colorSample;
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flat sample out vec4 colorfsi;
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sample out vec3 sampInArray[4];
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in vec4 inv4;
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void badInterp()
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{
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    interpolateAtCentroid(inv4);             // ERROR, wrong stage
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    interpolateAtSample(inv4, 1);            // ERROR, need extension
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    interpolateAtOffset(inv4, vec2(0.2));    // ERROR, need extension
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}
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