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120.vert 2.71 KiB
#version 120

in vec4 i;                // ERROR
out vec4 o;               // ERROR

attribute vec2 attv2;
attribute vec4 attv4;
uniform sampler2D s2D;
invariant varying vec2 centTexCoord;
invariant gl_Position;
centroid gl_Position;     // ERROR
centroid centroid foo;    // ERROR
invariant gl_Position, gl_PointSize;

void main()
{
    centTexCoord = attv2; 
    gl_Position = attv4;

    gl_ClipVertex = attv4;
    gl_ClipDistance[1] = 0.2;  // ERROR

    vec3[12] a;
    vec4[a.length()] b;
    gl_Position = b[b.length()-1];

    float f[];
    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

    gl_PointSize = 3.8;
}

uniform float initted = 3.4;   // okay

const float concall = sin(0.3);

int[2][3] foo(                 // ERROR
              float[2][3] a,   // ERROR
              float[2] b[3],   // ERROR
              float c[2][3]);  // ERROR

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);

vec2 overloadB(float, float);

vec2 overloadC(int, int);
vec2 overloadC(int, float);
vec2 overloadC(float, int);
vec2 overloadC(vec2, vec2);

vec3 overloadD(int, float);
vec3 overloadD(float, int);
vec3 overloadE(float[2]);
vec3 overloadE(mat2 m);
vec3 overloadE(vec2 v);

vec3 overloadF(int);
vec3 overloadF(float);

void foo()
{
    float f;
    int i;

    overloadB(f, f);
    overloadB(f, 2);
    overloadB(1, i);

    overloadC(1);    // ERROR
    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);
    
    overloadF(1, 1); // ERROR
    overloadF(1);
}

varying vec4 gl_TexCoord[35]; // ERROR, size too big