56 lines
1009 B
GLSL
56 lines
1009 B
GLSL
#version 420 core
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// testing input arrays without a gl_in[] block redeclaration, see 400.geom for with
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int i;
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void foo()
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{
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gl_in.length(); // ERROR
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gl_in[1].gl_Position;
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gl_in[i].gl_Position; // ERROR
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}
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layout(triangles) in;
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in vec4 color3[3];
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void foo3()
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{
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gl_in.length();
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gl_in[i].gl_Position;
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color3.length();
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}
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uniform sampler2D s2D;
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in vec2 coord[];
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uniform vec4 v4;
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void foo4()
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{
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const ivec2 offsets[5] =
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{
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ivec2(0,1),
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ivec2(1,-2),
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ivec2(0,3),
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ivec2(-3,0),
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ivec2(2,1)
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};
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vec4 v = textureGatherOffset(s2D, coord[0], offsets[i].xy);
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offsets[i].xy = ivec2(3); // ERROR
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v4.x = 3.2; // ERROR
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v4.xy; // should have non-uniform type
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}
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out gl_PerVertex {
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float gl_PointSize[1]; // ERROR, adding array
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float gl_ClipDistance; // ERROR, removing array
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};
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float foo5()
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{
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return i; // implicit conversion of return type
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}
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