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#version 130
uniform int c;
uniform usampler2D us2D;
in ivec2 x;
in vec2 v2a;
in float c1D;
in vec2 c2D;
in vec3 c3D;
smooth vec4 c4D; // ??
uniform vec4 v4;
void main()
{
float f = 3;
switch (c) { // full switch testing in switch.frag
case 1:
f = sin(f);
break;
case 2:
f = f * f;
default:
f = 3.0;
}
uint i;
i = texture(us2D, x).w; // full uint testing in uint.frag
i << 3u | 0x8Au >> 1u & 0xFFu;
vec3 modfOut, modfIn;
vec3 v11 = modf(modfIn, modfOut);
float t = trunc(f);
vec2 v12 = round(v2a);
vec2 v13 = roundEven(v2a);
bvec2 b10 = isnan(v2a);
bvec4 b11 = isinf(v4);
sinh(c1D) +
cosh(c1D) * tanh(c2D);
asinh(c4D) + acosh(c4D);
atanh(c3D);
int id = gl_VertexID;
gl_ClipDistance[1] = 0.3;
}
// version 140 features
//uniform isamplerBuffer sbuf;
//layout(std140) uniform blockName {
// int anonMem;
//};
void foo88()
{
int id = gl_InstanceID; // ERROR
//id += anonMem;
id += texelFetch(id, 8);
gl_ClipVertex; // these are all present...
gl_Color;
gl_LightSource[0];
gl_DepthRange.far;
gl_TexCoord;
gl_FogFragCoord;
gl_FrontColor;
}
// token pasting
#define mac abc##def
int mac;
#define macr(A,B) A##B
int macr(qrs,tuv);