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// [config]
// expect_result: pass
// glsl_version: 1.50
// check_link: false
// [end config]
//
//Tests compiler/parser: output of vertex shader may be struct
/*
* GLSLLangSpec.1.50.09 4.3.6 Outputs:
* Vertex and geometry output variables output per-vertex data and are declared
* using the out storage qualifier, the centroid out storage qualifier, or the
* deprecated varying storage qualifier. They can only be float, floating-point
* vectors, matrices, signed or unsigned integers or integer vectors, or arrays
* or structures of any these.
*/
#version 150
in int a;
in float b;
in vec3 c;
in mat4 d;
out struct foo
{
int a;
float b;
vec3 c;
mat4 d;
} s;
void main()
{
s.a = a;
s.b = b;
s.c = c;
s.d = d;
gl_Position = vec4(
s.a +
s.b +
s.c.x +
s.d[0].x
);
}
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