| #version 300 es | |
| void nodef1(float f); // ERROR, no default precision | |
| uniform sampler2D s2D; | |
| uniform lowp sampler3D s3D; | |
| uniform samplerCube sCube; | |
| uniform lowp samplerCubeShadow sCubeShadow; | |
| uniform lowp sampler2DShadow s2DShadow; | |
| uniform lowp sampler2DArray s2DArray; | |
| uniform lowp sampler2DArrayShadow s2DArrayShadow; | |
| uniform lowp isampler2D is2D; | |
| uniform lowp isampler3D is3D; | |
| uniform lowp isamplerCube isCube; | |
| uniform lowp isampler2DArray is2DArray; | |
| uniform lowp usampler2D us2D; | |
| uniform lowp usampler3D us3D; | |
| uniform lowp usamplerCube usCube; | |
| uniform lowp usampler2DArray us2DArray; | |
| precision lowp float; | |
| in float c1D; | |
| in vec2 c2D; | |
| in vec3 c3D; | |
| smooth vec4 c4D; | |
| flat in int ic1D; | |
| flat in ivec2 ic2D; | |
| flat in ivec3 ic3D; | |
| flat in ivec4 ic4D; | |
| noperspective in vec4 badv; // ERROR | |
| in sampler2D bads; // ERROR | |
| precision lowp uint; // ERROR | |
| struct s { | |
| int i; | |
| sampler2D s; | |
| }; | |
| in s badout; // ERROR, can't contain a sampler | |
| // ERROR, can't have int in struct without flat | |
| struct S2 { | |
| vec3 c; | |
| float f; | |
| }; | |
| in S2 s2; | |
| out vec3 sc; | |
| out float sf; | |
| uniform sampler2D arrayedSampler[5]; | |
| void main() | |
| { | |
| float f; | |
| vec4 v; | |
| v = texture(s2D, c2D); | |
| v = textureProj(s3D, c4D); | |
| v = textureLod(s2DArray, c3D, 1.2); | |
| f = textureOffset(s2DShadow, c3D, ic2D, c1D); // ERROR, offset argument not constant | |
| v = texelFetch(s3D, ic3D, ic1D); | |
| v = texelFetchOffset(arrayedSampler[2], ic2D, 4, ic2D); // ERROR, offset argument not constant | |
| f = textureLodOffset(s2DShadow, c3D, c1D, ic2D); | |
| v = textureProjLodOffset(s2D, c3D, c1D, ic2D); | |
| v = textureGrad(sCube, c3D, c3D, c3D); | |
| f = textureGradOffset(s2DArrayShadow, c4D, c2D, c2D, ic2D); | |
| v = textureProjGrad(s3D, c4D, c3D, c3D); | |
| v = textureProjGradOffset(s2D, c3D, c2D, c2D, ic2D); | |
| v = texture(arrayedSampler[ic1D], c2D); // ERROR | |
| ivec4 iv; | |
| iv = texture(is2D, c2D); | |
| iv = textureProjOffset(is2D, c4D, ic2D); | |
| iv = textureProjLod(is2D, c3D, c1D); | |
| iv = textureProjGrad(is2D, c3D, c2D, c2D); | |
| iv = texture(is3D, c3D, 4.2); | |
| iv = textureLod(isCube, c3D, c1D); | |
| iv = texelFetch(is2DArray, ic3D, ic1D); | |
| iv.xy = textureSize(sCubeShadow, 2); | |
| float precise; | |
| double boo; // ERROR | |
| dvec2 boo2; // ERROR | |
| dvec3 boo3; // ERROR | |
| dvec4 boo4; // ERROR | |
| f += gl_FragCoord.y; | |
| gl_FragDepth = f; | |
| sc = s2.c; | |
| sf = s2.f; | |
| sinh(c1D) + | |
| cosh(c1D) * tanh(c2D); | |
| asinh(c4D) + acosh(c4D); | |
| atanh(c3D); | |
| } | |
| uniform multi { | |
| int[2] a[3]; // ERROR | |
| int[2][3] b; // ERROR | |
| int c[2][3]; // ERROR | |
| } multiInst[2][3]; // ERROR | |
| out vec4 colors[4]; | |
| void foo() | |
| { | |
| colors[2] = c4D; | |
| colors[ic1D] = c4D; // ERROR | |
| } | |
| uniform s st1; | |
| uniform s st2; | |
| void foo13(s inSt2) | |
| { | |
| if (st1 == st2); // ERROR | |
| if (st1 != st2); // ERROR | |
| st1.s == st2.s; // ERROR | |
| inSt2 = st1; // ERROR | |
| inSt2 == st1; // ERROR | |
| } | |
| void foo23() | |
| { | |
| textureOffset(s2DShadow, c3D, ivec2(-8, 7), c1D); | |
| textureOffset(s2DShadow, c3D, ivec2(-9, 8), c1D); | |
| } | |
| void foo324(void) | |
| { | |
| float p = pow(3.2, 4.6); | |
| p += sin(0.4); | |
| p += distance(vec2(10.0, 11.0), vec2(13.0, 15.0)); // 5 | |
| p += dot(vec3(2,3,5), vec3(-2,-1,4)); // 13 | |
| vec3 c3 = cross(vec3(3,-3,1), vec3(4,9,2)); // (-15, -2, 39) | |
| c3 += faceforward(vec3(1,2,3), vec3(2,3,5), vec3(-2,-1,4)); // (-1,-2,-3) | |
| c3 += faceforward(vec3(1,2,3), vec3(-2,-3,-5), vec3(-2,-1,4)); // (1,2,3) | |
| vec2 c2 = reflect(vec2(1,3), vec2(0,1)); // (1,-3) | |
| c2 += refract(vec2(1,3), vec2(0,1), 1.0); // (1,-3) | |
| c2 += refract(vec2(1,3), vec2(0,1), 3.0); | |
| c2 += refract(vec2(1,0.1), vec2(0,1), 5.0); // (0,0) | |
| mat3x2 m32 = outerProduct(vec2(2,3), vec3(5,7,11));// rows: (10, 14, 22), (15, 21, 33) | |
| } | |
| uniform mediump; // ERROR | |
| layout(early_fragment_tests) in; // ERROR | |
| // Test extension GL_EXT_shader_integer_mix | |
| #extension GL_EXT_shader_integer_mix : enable | |
| bool b1, b2, b; | |
| int x,y; | |
| uint z,w; | |
| void testmix() | |
| { | |
| int ival = mix(x, y, b); | |
| ivec2 iv2 = mix(ivec2(x), ivec2(y), bvec2(b)); | |
| ivec3 iv3 = mix(ivec3(x), ivec3(y), bvec3(b)); | |
| ivec4 iv4 = mix(ivec4(x), ivec4(x), bvec4(b)); | |
| uint uiv = mix(z, w, b); | |
| uvec2 uv2 = mix(uvec2(z), uvec2(z), bvec2(b)); | |
| uvec3 uv3 = mix(uvec3(z), uvec3(z), bvec3(b)); | |
| uvec4 uv4 = mix(uvec4(z), uvec4(z), bvec4(b)); | |
| bool bv = mix(b1, b2, b); | |
| bvec2 bv2 = mix(bvec2(b1), bvec2(b2), bvec2(b)); | |
| bvec3 bv3 = mix(bvec3(b1), bvec3(b2), bvec3(b)); | |
| bvec4 bv4 = mix(bvec4(b1), bvec4(b2), bvec4(b)); | |
| } | |
| #extension GL_EXT_shader_integer_mix : disable | |
| void testmixFail() | |
| { | |
| int ival = mix(x, y, b); // Error since extenson GL_EXT_shader_integer_mix is disabled | |
| } | |
| // Test layout qualifier "index" with extension GL_EXT_blend_func_extended | |
| layout(location = 0, index = 1) out vec4 outVarFail; // Error Index supported with extension GL_EXT_blend_func_extended enabled | |
| #extension GL_EXT_blend_func_extended : enable | |
| layout(location = 0, index = 2) out vec4 outVarPass; | |
| #ifndef GL_FRAGMENT_PRECISION_HIGH | |
| #error missing GL_FRAGMENT_PRECISION_HIGH | |
| #endif | |
| invariant in; // ERROR | |
| invariant in vec4; // ERROR | |
| invariant in vec4 fooinv; // ERROR | |
| float imageBuffer; // ERROR, reserved | |
| float uimage2DRect; // ERROR, reserved |