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#version 120
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in vec4 i; // ERROR
out vec4 o; // ERROR
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attribute vec2 attv2;
attribute vec4 attv4;
uniform sampler2D s2D;
invariant varying vec2 centTexCoord;
invariant gl_Position;
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centroid gl_Position; // ERROR
centroid centroid foo; // ERROR
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invariant gl_Position, gl_PointSize;
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void main()
{
centTexCoord = attv2;
gl_Position = attv4;
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gl_ClipVertex = attv4;
gl_ClipDistance[1] = 0.2; // ERROR
vec3[12] a;
vec4[a.length()] b;
gl_Position = b[b.length()-1];
float f[];
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int a1 = f.length(); // ERROR
float f[7];
int aa = f.length();
int a2 = f.length; // ERROR
int a3 = f.length(a); // ERROR
int a4 = f.flizbit; // ERROR
int a4 = f.flizbit(); // ERROR
float md[2][4]; // ERROR
float[2] md2[4]; // ERROR
float[2][4] md3; // ERROR
float md5, md6[2][3]; // ERROR
float[2] md4, md7[4]; // ERROR
float md9[2][3] = float[2][3](1, 2, 3, 4, 5, 6); // ERROR
float md10, md11[2][3] = float[2][3](1, 2, 3, 4, 5, 6); // ERROR
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gl_PointSize = 3.8;
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}
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uniform float initted = 3.4; // okay
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int[2][3] foo( // ERROR
float[2][3] a, // ERROR
float[2] b[3], // ERROR
float c[2][3]); // ERROR
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int overloadA(in float f);
int overloadA(out float f); // ERROR, different qualifiers
float overloadA(float); // ERROR, different return value for same signature
float overloadA(out float f, int);
float overloadA(int i);
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void overloadB(float, const in float) { }
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vec2 overloadC(int, int);
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vec2 overloadC(const in int, float);
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vec2 overloadC(float, int);
vec2 overloadC(vec2, vec2);
vec3 overloadD(int, float);
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vec3 overloadD(float, in int);
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vec3 overloadE(float[2]);
vec3 overloadE(mat2 m);
vec3 overloadE(vec2 v);
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vec3 overloadF(int);
vec3 overloadF(float);
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void foo()
{
float f;
int i;
overloadB(f, f);
overloadB(f, 2);
overloadB(1, i);
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overloadC(1); // ERROR
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overloadC(1, i);
overloadC(vec2(1), vec2(2));
overloadC(f, 3.0); // ERROR, no way
overloadC(ivec2(1), vec2(2));
overloadD(i, f);
overloadD(f, i);
overloadD(i, i); // ERROR, ambiguous
int overloadB; // hiding
overloadB(1, i); // ERROR
sin(1);
texture2D(s2D, ivec2(0));
clamp(attv4, 0, 1);
clamp(ivec4(attv4), 0, 1);
int a[2];
overloadC(a, 3); // ERROR
overloadE(a); // ERROR
overloadE(3.3); // ERROR
overloadE(vec2(3.3));
overloadE(mat2(0.5));
overloadE(ivec4(1)); // ERROR
overloadE(ivec2(1));
float b[2];
overloadE(b);
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overloadF(1, 1); // ERROR
overloadF(1);
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}
varying vec4 gl_TexCoord[35]; // ERROR, size too big
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// tests for output conversions
void outFun(in float, out ivec2, in int, out float);
int outFunRet(in float, out int, const in int, out ivec4);
ivec2 outFunRet(in float, out ivec4, in int, out ivec4);
void foo2()
{
vec2 v2;
vec4 v4;
float f;
int i;
outFun(i, v2, i, f);
outFunRet(i, f, i, v4);
float ret = outFunRet(i, f, i, v4);
vec2 ret2 = outFunRet(i, v4, i, v4);
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bool b = any(lessThan(v4, attv4)); // tests aggregate arg to unary built-in
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}
void noise()
{
float f1 = noise1(1.0);
vec2 f2 = noise2(vec2(1.0));
vec3 f3 = noise3(vec3(1.0));
vec4 f4 = noise4(vec4(1.0));
}
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// version 130 features
uniform int c;
attribute ivec2 x;
attribute vec2 v2a;
attribute float c1D;
attribute vec2 c2D;
attribute vec3 c3D;
uniform vec4 v4;
void foo213()
{
float f = 3;
switch (c) { // ERRORs...
case 1:
f = sin(f);
break;
case 2:
f = f * f;
default:
f = 3.0;
}
int i;
i << 3 | 0x8A >> 1 & 0xFF; // ERRORs...
vec3 modfOut, modfIn;
vec3 v11 = modf(modfIn, modfOut); // ERRORS...
float t = trunc(f);
vec2 v12 = round(v2a);
vec2 v13 = roundEven(v2a);
bvec2 b10 = isnan(v2a);
bvec4 b11 = isinf(v4);
sinh(c1D) + // ERRORS...
cosh(c1D) * tanh(c2D);
asinh(c4D) + acosh(c4D);
atanh(c3D);
int id = gl_VertexID; // ERROR
gl_ClipDistance[1] = 0.3; // ERROR
}
// token pasting (ERRORS...)
#define mac abc##def
int mac;
#define macr(A,B) A ## B
int macr(qrs,tuv);