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#version 320 es
out outbname {
int a;
out vec4 v;
highp sampler2D s; // ERROR, opaque type
} outbinst;
out outbname2 {
layout(location = 12) int aAnon;
layout(location = 13) vec4 vAnon;
};
layout(location = 12) out highp int aliased; // ERROR, aliasing location
in inbname { int a; } inbinst; // ERROR, no in block in vertex shader
out gl_PerVertex { // ERROR, has extra member
highp vec4 gl_Position;
highp vec4 t;
};
void main()
{
int sum = gl_VertexID +
gl_InstanceID;
gl_Position = vec4(1.0);
gl_PointSize = 2.0; // ERROR, removed by redeclaration
}
out gl_PerVertex { // ERROR, already used and already redeclared
highp vec4 gl_Position;
highp vec4 t;
};
smooth out smo { // ERROR, no smooth on a block
int i;
} smon;
flat out fmo { // ERROR, no flat on a block
int i;
} fmon;
centroid out cmo { // ERROR, no centroid on a block
int i;
} cmon;
invariant out imo { // ERROR, no invariant on a block
int i;
} imon;
in vec2 inf, ing;
uniform ivec2 offsets[4];
uniform sampler2D sArray[4];
uniform int sIndex;
layout(binding = 0) uniform atomic_uint auArray[2];
uniform ubName { int i; } ubInst[4];
buffer bbName { int i; } bbInst[4];
highp uniform writeonly image2D iArray[5];
const ivec2 constOffsets[4] = ivec2[4](ivec2(0.1), ivec2(0.2), ivec2(0.3), ivec2(0.4));
void pfoo()
{
precise vec2 h;
h = fma(inf, ing, h);
sArray[sIndex + 1];
ubInst[sIndex + 1];
bbInst[sIndex - 2]; // ERROR, still not supported
iArray[2];
iArray[sIndex - 2];
textureGatherOffset(sArray[0], vec2(0.1), ivec2(inf));
textureGatherOffsets(sArray[0], vec2(0.1), constOffsets);
textureGatherOffsets(sArray[0], vec2(0.1), offsets); // ERROR, offset not constant
}
uniform samplerBuffer noPreSamp1; // ERROR, no default precision
uniform isamplerBuffer noPreSamp2; // ERROR, no default precision
uniform usamplerBuffer noPreSamp3; // ERROR, no default precision
uniform writeonly imageBuffer noPreSamp4; // ERROR, no default precision
uniform writeonly iimageBuffer noPreSamp5; // ERROR, no default precision
uniform writeonly uimageBuffer noPreSamp6; // ERROR, no default precision
precision highp samplerBuffer;
precision highp isamplerBuffer;
precision highp usamplerBuffer;
precision highp imageBuffer;
precision highp iimageBuffer;
precision highp uimageBuffer;
#ifdef GL_OES_texture_buffer
uniform samplerBuffer bufSamp1;
uniform isamplerBuffer bufSamp2;
uniform usamplerBuffer bufSamp3;
#endif
#ifdef GL_EXT_texture_buffer
uniform writeonly imageBuffer bufSamp4;
uniform writeonly iimageBuffer bufSamp5;
uniform writeonly uimageBuffer bufSamp6;
#endif
void bufferT()
{
highp int s1 = textureSize(bufSamp1);
highp int s2 = textureSize(bufSamp2);
highp int s3 = textureSize(bufSamp3);
highp int s4 = imageSize(bufSamp4);
highp int s5 = imageSize(bufSamp5);
highp int s6 = imageSize(bufSamp6);
highp vec4 f1 = texelFetch(bufSamp1, s1);
highp ivec4 f2 = texelFetch(bufSamp2, s2);
highp uvec4 f3 = texelFetch(bufSamp3, s3);
}
uniform writeonly imageCubeArray noPreCA1; // ERROR, no default precision
uniform writeonly iimageCubeArray noPreCA2; // ERROR, no default precision
uniform writeonly uimageCubeArray noPreCA3; // ERROR, no default precision
uniform samplerCubeArray noPreCA4; // ERROR, no default precision
uniform samplerCubeArrayShadow noPreCA5; // ERROR, no default precision
uniform isamplerCubeArray noPreCA6; // ERROR, no default precision
uniform usamplerCubeArray noPreCA7; // ERROR, no default precision
precision highp imageCubeArray ;
precision highp iimageCubeArray ;
precision highp uimageCubeArray ;
precision highp samplerCubeArray ;
precision highp samplerCubeArrayShadow;
precision highp isamplerCubeArray ;
precision highp usamplerCubeArray ;
uniform writeonly imageCubeArray CA1;
uniform writeonly iimageCubeArray CA2;
uniform writeonly uimageCubeArray CA3;
layout(rgba16f) uniform readonly imageCubeArray rCA1;
layout(rgba32i) uniform readonly iimageCubeArray rCA2;
layout(r32ui) uniform readonly uimageCubeArray rCA3;
#ifdef GL_OES_texture_cube_map_array
uniform samplerCubeArray CA4;
uniform samplerCubeArrayShadow CA5;
uniform isamplerCubeArray CA6;
uniform usamplerCubeArray CA7;
#endif
void CAT()
{
highp ivec3 s4 = textureSize(CA4, 1);
highp ivec3 s5 = textureSize(CA5, 1);
highp ivec3 s6 = textureSize(CA6, 1);
highp ivec3 s7 = textureSize(CA7, 1);
highp vec4 t4 = texture(CA4, vec4(0.5));
highp float t5 = texture(CA5, vec4(0.5), 3.0);
highp ivec4 t6 = texture(CA6, vec4(0.5));
highp uvec4 t7 = texture(CA7, vec4(0.5));
highp vec4 L4 = textureLod(CA4, vec4(0.5), 0.24);
highp ivec4 L6 = textureLod(CA6, vec4(0.5), 0.26);
highp uvec4 L7 = textureLod(CA7, vec4(0.5), 0.27);
highp vec4 g4 = textureGrad(CA4, vec4(0.5), vec3(0.1), vec3(0.2));
highp ivec4 g6 = textureGrad(CA6, vec4(0.5), vec3(0.1), vec3(0.2));
highp uvec4 g7 = textureGrad(CA7, vec4(0.5), vec3(0.1), vec3(0.2));
highp vec4 gath4 = textureGather(CA4, vec4(0.5));
highp vec4 gathC4 = textureGather(CA4, vec4(0.5), 2);
highp ivec4 gath6 = textureGather(CA6, vec4(0.5));
highp ivec4 gathC6 = textureGather(CA6, vec4(0.5), 1);
highp uvec4 gath7 = textureGather(CA7, vec4(0.5));
highp uvec4 gathC7 = textureGather(CA7, vec4(0.5), 0);
highp vec4 gath5 = textureGather(CA5, vec4(0.5), 2.5);
highp ivec3 s1 = imageSize(CA1);
highp ivec3 s2 = imageSize(CA2);
highp ivec3 s3 = imageSize(CA3);
imageStore(CA1, s3, vec4(1));
imageStore(CA2, s3, ivec4(1));
imageStore(CA3, s3, uvec4(1));
highp vec4 cl1 = imageLoad(rCA1, s3);
highp ivec4 cl2 = imageLoad(rCA2, s3);
highp uvec4 cl3 = imageLoad(rCA3, s3);
}
uniform sampler2DMSArray noPrec2DMS; // ERROR, no default
uniform isampler2DMSArray noPrec2DMSi; // ERROR, no default
uniform usampler2DMSArray noPrec2DMSu; // ERROR, no default
precision highp sampler2DMSArray;
precision highp isampler2DMSArray;
precision highp usampler2DMSArray;
uniform sampler2DMSArray samp2DMSA;
uniform isampler2DMSArray samp2DMSAi;
uniform usampler2DMSArray samp2DMSAu;
void MSA()
{
vec4 tf = texelFetch(samp2DMSA, ivec3(5), 2);
ivec4 tfi = texelFetch(samp2DMSAi, ivec3(5), 2);
uvec4 tfu = texelFetch(samp2DMSAu, ivec3(5), 2);
ivec3 tfs = textureSize(samp2DMSA);
ivec3 tfsi = textureSize(samp2DMSAi);
ivec3 tfsb = textureSize(samp2DMSAi, 4); // ERROR, no lod
ivec3 tfsu = textureSize(samp2DMSAu);
}
uniform layout(r32f) highp image2D im2Df;
uniform layout(r32ui) highp uimage2D im2Du;
uniform layout(r32i) highp iimage2D im2Di;
uniform ivec2 P;
void goodImageAtom()
{
float datf;
int dati;
uint datu;
imageAtomicAdd( im2Di, P, dati);
imageAtomicAdd( im2Du, P, datu);
imageAtomicMin( im2Di, P, dati);
imageAtomicMin( im2Du, P, datu);
imageAtomicMax( im2Di, P, dati);
imageAtomicMax( im2Du, P, datu);
imageAtomicAnd( im2Di, P, dati);
imageAtomicAnd( im2Du, P, datu);
imageAtomicOr( im2Di, P, dati);
imageAtomicOr( im2Du, P, datu);
imageAtomicXor( im2Di, P, dati);
imageAtomicXor( im2Du, P, datu);
imageAtomicExchange(im2Di, P, dati);
imageAtomicExchange(im2Du, P, datu);
imageAtomicExchange(im2Df, P, datf);
imageAtomicCompSwap(im2Di, P, 3, dati);
imageAtomicCompSwap(im2Du, P, 5u, datu);
}
sample out vec4 colorSample;
flat sample out vec4 colorfsi;
sample out vec3 sampInArray[4];
in vec4 inv4;
void badInterp()
{
interpolateAtCentroid(inv4); // ERROR, wrong stage
interpolateAtSample(inv4, 1); // ERROR, need extension
interpolateAtOffset(inv4, vec2(0.2)); // ERROR, need extension
}