File: input-arrays-float.vert

package info (click to toggle)
piglit 0~git20220119-124bca3c9-1
  • links: PTS, VCS
  • area: main
  • in suites: bookworm
  • size: 109,012 kB
  • sloc: ansic: 273,511; xml: 46,666; python: 33,098; lisp: 20,392; cpp: 12,480; sh: 22; makefile: 22; pascal: 5
file content (29 lines) | stat: -rw-r--r-- 572 bytes parent folder | download | duplicates (5)
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
// [config]
// expect_result: pass
// glsl_version: 1.50
// check_link: false
// [end config]
/*
* Section 4.3.4 (Inputs) of the GLSLLangSpec.1.50.09 4.3.4 Inputs says:
*
* Vertex shader inputs can only be float, floating-point
* vectors, matrices, signed and unsigned integers and integer vectors.
* Vertex shader inputs can also form arrays of these types, but not
* structures.
*
*/

#version 150

in float a[2];
in vec2 b[2];
in vec3 c[2];
in vec4 d[2];

void main()
{
	gl_Position = vec4(a[0] + a[1] +
			b[0].x + b[1].x +
			c[0].x + c[1].x +
			d[0].x + d[1].x);
}