56 lines
		
	
	
		
			1009 B
		
	
	
	
		
			GLSL
		
	
	
	
			
		
		
	
	
			56 lines
		
	
	
		
			1009 B
		
	
	
	
		
			GLSL
		
	
	
	
#version 420 core
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// testing input arrays without a gl_in[] block redeclaration, see 400.geom for with
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int i;
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void foo()
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{
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    gl_in.length();  // ERROR
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    gl_in[1].gl_Position;
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    gl_in[i].gl_Position;  // ERROR
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}
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layout(triangles) in;
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in vec4 color3[3];
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void foo3()
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{
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    gl_in.length();
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    gl_in[i].gl_Position;
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    color3.length();
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}
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uniform sampler2D s2D;
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in vec2 coord[];
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uniform vec4 v4;
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void foo4()
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{
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    const ivec2 offsets[5] =
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    {
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        ivec2(0,1),
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        ivec2(1,-2),
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        ivec2(0,3),
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        ivec2(-3,0),
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        ivec2(2,1)
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    };
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    vec4 v = textureGatherOffset(s2D, coord[0], offsets[i].xy);
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    offsets[i].xy = ivec2(3);  // ERROR
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    v4.x = 3.2;                // ERROR
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    v4.xy;   // should have non-uniform type
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}
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out gl_PerVertex {
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    float gl_PointSize[1];  // ERROR, adding array
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    float gl_ClipDistance;  // ERROR, removing array
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};
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float foo5()
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{
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    return i;  // implicit conversion of return type
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}
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