197 lines
6.5 KiB
GLSL
197 lines
6.5 KiB
GLSL
#version 430
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#extension GL_3DL_array_objects : enable
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out Vertex {
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vec4 Position; // API transform/feedback will use “Vertex.Position”
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vec2 Texture;
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} Coords; // shader will use “Coords.Position”
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out Vertex2 {
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vec4 Color; // API will use “Color”
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};
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uniform Transform { // API uses “Transform[2]” to refer to instance 2
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mat4 ModelViewMatrix;
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mat4 ModelViewProjectionMatrix;
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vec4 a[]; // array will get implicitly sized
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float Deformation;
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} transforms[4];
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layout(location = 3) in vec4 normal;
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layout(location = 6) in vec4 colors[3];
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layout(location = 9) in mat4 transforms2[2];
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layout(location = 3) struct S {
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vec3 a1;
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mat2 b;
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vec4 c[2];
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} s;
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layout(triangles, invocations = 6) in;
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layout(lines) in; // legal for Color2, input size is 2, matching Color2
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layout(triangle_strip, max_vertices = 60) out; // order does not matter
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layout(max_vertices = 60) out; // redeclaration okay
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layout(triangle_strip) out; // redeclaration okay
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//layout(points) out; // error, contradicts triangle_strip
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//layout(max_vertices = 30) out; // error, contradicts 60
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layout(stream = 1) out;
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layout(stream=1) out; // default is now stream 1
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out vec4 var1; // var1 gets default stream (1)
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layout(stream=2) out Block1 { // "Block1" belongs to stream 2
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layout(stream=2) vec4 var2; // redundant block member stream decl
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layout(stream=3) vec2 var3; // ILLEGAL (must match block stream)
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vec3 var4; // belongs to stream 2
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};
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layout(stream=0) out; // default is now stream 0
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out vec4 var5; // var5 gets default stream (0)
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out Block2 { // "Block2" gets default stream (0)
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vec4 var6;
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};
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layout(stream=3) out vec4 var7; // var7 belongs to stream 3
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layout(shared, column_major) uniform;
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layout(shared, column_major) buffer;
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layout(row_major, column_major)
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layout(shared, row_major) uniform; // default is now shared and row_major
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layout(std140) uniform Transform2 { // layout of this block is std140
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mat4 M1; // row_major
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layout(column_major) mat4 M2; // column major
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mat3 N1; // row_major
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};
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layout(column_major) uniform T3 { // shared and column_major
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mat4 M13; // column_major
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layout(row_major) mat4 m14; // row major
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mat3 N12; // column_major
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};
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// in one compilation unit...
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layout(binding=3) uniform sampler2D s17; // s bound to unit 3
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// in another compilation unit...
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uniform sampler2D s17; // okay, s still bound at 3
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// in another compilation unit...
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//layout(binding=4) uniform sampler2D s; // ERROR: contradictory bindings
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layout (binding = 2, offset = 4) uniform atomic_uint a2;
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layout (binding = 2) uniform atomic_uint bar;
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layout (binding = 2, offset = 4) uniform atomic_uint;
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layout (binding = 2) uniform atomic_uint bar; // offset is 4
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layout (offset = 8) uniform atomic_uint bar23; // error, no default binding
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layout (binding=3, offset=4) uniform atomic_uint a2; // offset = 4
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layout (binding=2) uniform atomic_uint b2; // offset = 0
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layout (binding=3) uniform atomic_uint c2; // offset = 8
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layout (binding=2) uniform atomic_uint d2; // offset = 4
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//layout (offset=4) // error, must include binding
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//layout (binding=1, offset=0) a; // okay
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//layout (binding=2, offset=0) b; // okay
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//layout (binding=1, offset=0) c; // error, offsets must not be shared
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// // between a and c
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//layout (binding=1, offset=2) d; // error, overlaps offset 0 of a
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flat in vec4 gl_FrontColor; // input to geometry shader, no “gl_in[]”
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flat out vec4 gl_FrontColor; // output from geometry shader
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invariant gl_Position; // make existing gl_Position be invariant
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out vec3 ColorInv;
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invariant ColorIvn; // make existing Color be invariant
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invariant centroid out vec3 Color4;
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precise out vec4 position;
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out vec3 Color5;
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precise Color5; // make existing Color be precise
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in vec4 a, b, c, d;
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precise out vec4 v;
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coherent buffer Block {
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readonly vec4 member1;
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vec4 member2;
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};
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buffer Block2a {
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coherent readonly vec4 member1A;
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coherent vec4 member2A;
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};
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shared vec4 shv;
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vec4 funcA(restrict image2D a) { }
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vec4 funcB(image2D a) { }
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layout(rgba32f) uniform image2D img1;
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layout(rgba32f) coherent uniform image2D img2;
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float func(float e, float f, float g, float h)
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{
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return (e*f) + (g*h); // no constraint on order or
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// operator consistency
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}
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float func2(float e, float f, float g, float h)
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{
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precise float result = (e*f) + (g*h); // ensures same precision for
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// the two multiplies
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return result;
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}
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float func3(float i, float j, precise out float k)
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{
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k = i * i + j; // precise, due to <k> declaration
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}
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void main()
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{
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vec3 r = vec3(a * b); // precise, used to compute v.xyz
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vec3 s = vec3(c * d); // precise, used to compute v.xyz
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v.xyz = r + s; // precise
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v.w = (a.w * b.w) + (c.w * d.w); // precise
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v.x = func(a.x, b.x, c.x, d.x); // values computed in func()
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// are NOT precise
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v.x = func2(a.x, b.x, c.x, d.x); // precise!
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func3(a.x * b.x, c.x * d.x, v.x); // precise!
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funcA(img1); // OK, adding "restrict" is allowed
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funcB(img2); // illegal, stripping "coherent" is not
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{
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struct light {
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float intensity;
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vec3 position;
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};
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light lightVar = light(3.0, vec3(1.0, 2.0, 3.0));
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}
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{
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const float c[3] = float[3](5.0, 7.2, 1.1);
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const float d[3] = float[](5.0, 7.2, 1.1);
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float g;
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float a[5] = float[5](g, 1, g, 2.3, g);
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float b[3];
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b = float[3](g, g + 1.0, g + 2.0);
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}
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{
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vec4 b[2] = { vec4(1.0), vec4(1.0) };
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vec4[3][2](b, b, b); // constructor
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vec4[][2](b, b, b); // constructor, valid, size deduced
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vec4[3][](b, b, b); // compile-time error, invalid type constructed
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}
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}
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