File: specExamples.frag

package info (click to toggle)
glslang 16.1.0-1
  • links: PTS, VCS
  • area: main
  • in suites: sid
  • size: 51,084 kB
  • sloc: cpp: 90,714; yacc: 4,243; sh: 603; python: 305; ansic: 94; javascript: 74; makefile: 17
file content (237 lines) | stat: -rw-r--r-- 7,408 bytes parent folder | download | duplicates (20)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
#version 430

#extension GL_3DL_array_objects : enable

int  a = 0xffffffff;  // 32 bits, a gets the value -1
int  b = 0xffffffffU; // ERROR: can't convert uint to int
uint c = 0xffffffff;  // 32 bits, c gets the value 0xFFFFFFFF
uint d = 0xffffffffU; // 32 bits, d gets the value 0xFFFFFFFF
int  e = -1;          // the literal is "1", then negation is performed,
                      //   and the resulting non-literal 32-bit signed 
                      //   bit pattern of 0xFFFFFFFF is assigned, giving e 
                      //   the value of -1.
uint f = -1u;         // the literal is "1u", then negation is performed,
                      //   and the resulting non-literal 32-bit unsigned 
                      //   bit pattern of 0xFFFFFFFF is assigned, giving f 
                      //   the value of 0xFFFFFFFF.
int  g = 3000000000;  // a signed decimal literal taking 32 bits,
                      //   setting the sign bit, g gets -1294967296
int  h = 0xA0000000;  // okay, 32-bit signed hexadecimal
int  i = 5000000000;  // ERROR: needs more than 32 bits
int  j = 0xFFFFFFFFF; // ERROR: needs more that 32 bits
int  k = 0x80000000;  // k gets -2147483648 == 0x80000000
int  l = 2147483648;  // l gets -2147483648 (the literal set the sign bit)

float fa, fb = 1.5;     // single-precision floating-point
double fc, fd = 2.0LF;  // double-precision floating-point

vec2 texcoord1, texcoord2;
vec3 position;
vec4 myRGBA;
ivec2 textureLookup;
bvec3 less;

mat2 mat2D;
mat3 optMatrix;
mat4 view, projection;
mat4x4 view;  // an alternate way of declaring a mat4
mat3x2 m;     // a matrix with 3 columns and 2 rows
dmat4 highPrecisionMVP;
dmat2x4 dm;

struct light {
    float intensity;
    vec3 position;
} lightVar;

struct S { float f; };

struct T {
	//S;              // Error: anonymous structures disallowed
	//struct { ... }; // Error: embedded structures disallowed
	S s;            // Okay: nested structures with name are allowed
};

float frequencies[3];	
uniform vec4 lightPosition[4];
light lights[];
const int numLights = 2;
light lights[numLights];

in vec3 normal;
centroid in vec2 TexCoord;
invariant centroid in vec4 Color;
noperspective in float temperature;
flat in vec3 myColor;
noperspective centroid in vec2 myTexCoord;

uniform vec4 lightPosition;
uniform vec3 color = vec3(0.7, 0.7, 0.2);  // value assigned at link time

in Material {
    smooth in vec4 Color1; // legal, input inside in block
    smooth vec4 Color2;    // legal, 'in' inherited from 'in Material'
    vec2 TexCoordA;        // legal, TexCoord is an input
    uniform float Atten;   // illegal, mismatched  storage qualifier

};

in Light {
    vec4 LightPos;
    vec3 LightColor;
};
in ColoredTexture {
    vec4 Color;
    vec2 TexCoord;        
} Materiala;           // instance name
vec3 Color;            // different Color than Material.Color

in vec4 gl_FragCoord;     // redeclaration that changes nothing is allowed

// All the following are allowed redeclaration that change behavior
layout(origin_upper_left) in vec4 gl_FragCoord;
layout(pixel_center_integer) in vec4 gl_FragCoord;
layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord;

layout(early_fragment_tests) in;

// compute shader:
layout (local_size_x = 32, local_size_y = 32) in;
layout (local_size_x = 8) in;

layout(location = 3) out vec4 color;
layout(location = 3, index = 1) out vec4 factor;
layout(location = 2) out vec4 colors[3];

layout (depth_greater) out float gl_FragDepth;

// redeclaration that changes nothing is allowed
out float gl_FragDepth;

// assume it may be modified in any way
layout (depth_any) out float gl_FragDepth;

// assume it may be modified such that its value will only increase
layout (depth_greater) out float gl_FragDepth;

// assume it may be modified such that its value will only decrease
layout (depth_less) out float gl_FragDepth;

// assume it will not be modified
layout (depth_unchanged) out float gl_FragDepth;

in vec4 gl_Color;             // predeclared by the fragment language
flat  in vec4 gl_Color;       // redeclared by user to be flat


float[5] foo(float[5]) 
{
    return float[5](3.4, 4.2, 5.0, 5.2, 1.1);
}

precision highp float;
precision highp int;
precision mediump int;
precision highp float;

void main()
{
    {
		float a[5] = float[5](3.4, 4.2, 5.0, 5.2, 1.1);
	}
	{
		float a[5] = float[](3.4, 4.2, 5.0, 5.2, 1.1);  // same thing
	}
    {
	    vec4 a[3][2];  // size-3 array of size-2 array of vec4
		vec4[2] a1[3];  // size-3 array of size-2 array of vec4
		vec4[3][2] a2;  // size-3 array of size-2 array of vec4
		vec4 b[2] = vec4[2](vec4(0.0), vec4(0.1));
		vec4[3][2] a3 = vec4[3][2](b, b, b);        // constructor
		void foo(vec4[3][2]);  // prototype with unnamed parameter
		vec4 a4[3][2] = {vec4[2](vec4(0.0), vec4(1.0)),   
						 vec4[2](vec4(0.0), vec4(1.0)),   
						 vec4[2](vec4(0.0), vec4(1.0)) };
    }
	{
		float a[5];
		{
			float b[] = a;  // b is explicitly size 5
		}
		{
			float b[5] = a; // means the same thing
		}
		{
			float b[] = float[](1,2,3,4,5);  // also explicitly sizes to 5
		}
		a.length();  // returns 5 
	}
    {
		vec4 a[3][2];
		a.length();     // this is 3
		a[x].length();  // this is 2
    }
	// for an array b containing a member array a:
	b[++x].a.length();    // b is never dereferenced, but ++x is evaluated

	// for an array s of a shader storage object containing a member array a:
	s[x].a.length();      // s is dereferenced; x needs to be a valid index
	//
	//All of the following declarations result in a compile-time error.
	//float a[2] = { 3.4, 4.2, 5.0 };         // illegal
	//vec2 b = { 1.0, 2.0, 3.0 };             // illegal
	//mat3x3 c = { vec3(0.0), vec3(1.0), vec3(2.0), vec3(3.0) };    // illegal
	//mat2x2 d = { 1.0, 0.0, 0.0, 1.0 };      // illegal, can't flatten nesting
	//struct {
	//	float a;
	//	int   b;
	//} e = { 1.2, 2, 3 };                    // illegal

    struct {
        float a;
        int   b;
    } e = { 1.2, 2 };             // legal, all types match

    struct {
        float a;
        int   b;
    } e = { 1, 3 };               // legal, first initializer is converted

    //All of the following declarations result in a compile-time error.
    //int a = true;                           // illegal
    //vec4 b[2] = { vec4(0.0), 1.0 };         // illegal
    //mat4x2 c = { vec3(0.0), vec3(1.0) };    // illegal

    //struct S1 {
    //    vec4 a;
    //    vec4 b;
    //};

    //struct {
    //    float s;
    //    float t;
    //} d[] = { S1(vec4(0.0), vec4(1.1)) };   // illegal

    {
        float a[] = float[](3.4, 4.2, 5.0, 5.2, 1.1);
        float b[] = { 3.4, 4.2, 5.0, 5.2, 1.1 };
        float c[] = a;                          // c is explicitly size 5
        float d[5] = b;                         // means the same thing
    }
    {
        const vec3 zAxis = vec3 (0.0, 0.0, 1.0);
        const float ceiling = a + b; // a and b not necessarily constants
    }
    {
        in vec4 position;
        in vec3 normal;
        in vec2 texCoord[4];
    }
    {
        lowp float color;
        out mediump vec2 P;
        lowp ivec2 foo(lowp mat3);
        highp mat4 m;
    }

}