diff options
Diffstat (limited to '3rdparty/bgfx/3rdparty/glslang/Test/300.frag')
-rw-r--r-- | 3rdparty/bgfx/3rdparty/glslang/Test/300.frag | 161 |
1 files changed, 0 insertions, 161 deletions
diff --git a/3rdparty/bgfx/3rdparty/glslang/Test/300.frag b/3rdparty/bgfx/3rdparty/glslang/Test/300.frag deleted file mode 100644 index ca2e2cb3e56..00000000000 --- a/3rdparty/bgfx/3rdparty/glslang/Test/300.frag +++ /dev/null @@ -1,161 +0,0 @@ -#version 300 es -void nodef1(float f); // ERROR, no default precision -uniform sampler2D s2D; -uniform lowp sampler3D s3D; -uniform samplerCube sCube; -uniform lowp samplerCubeShadow sCubeShadow; -uniform lowp sampler2DShadow s2DShadow; -uniform lowp sampler2DArray s2DArray; -uniform lowp sampler2DArrayShadow s2DArrayShadow; - -uniform lowp isampler2D is2D; -uniform lowp isampler3D is3D; -uniform lowp isamplerCube isCube; -uniform lowp isampler2DArray is2DArray; - -uniform lowp usampler2D us2D; -uniform lowp usampler3D us3D; -uniform lowp usamplerCube usCube; -uniform lowp usampler2DArray us2DArray; -precision lowp float; -in float c1D; -in vec2 c2D; -in vec3 c3D; -smooth vec4 c4D; - -flat in int ic1D; -flat in ivec2 ic2D; -flat in ivec3 ic3D; -flat in ivec4 ic4D; -noperspective in vec4 badv; // ERROR -in sampler2D bads; // ERROR -precision lowp uint; // ERROR - -struct s { - int i; - sampler2D s; -}; - -in s badout; // ERROR, can't contain a sampler - // ERROR, can't have int in struct without flat -struct S2 { - vec3 c; - float f; -}; - -in S2 s2; - -out vec3 sc; -out float sf; - -uniform sampler2D arrayedSampler[5]; - -void main() -{ - float f; - vec4 v; - v = texture(s2D, c2D); - v = textureProj(s3D, c4D); - v = textureLod(s2DArray, c3D, 1.2); - f = textureOffset(s2DShadow, c3D, ic2D, c1D); // ERROR, offset argument not constant - v = texelFetch(s3D, ic3D, ic1D); - v = texelFetchOffset(arrayedSampler[2], ic2D, 4, ic2D); // ERROR, offset argument not constant - f = textureLodOffset(s2DShadow, c3D, c1D, ic2D); - v = textureProjLodOffset(s2D, c3D, c1D, ic2D); - v = textureGrad(sCube, c3D, c3D, c3D); - f = textureGradOffset(s2DArrayShadow, c4D, c2D, c2D, ic2D); - v = textureProjGrad(s3D, c4D, c3D, c3D); - v = textureProjGradOffset(s2D, c3D, c2D, c2D, ic2D); - v = texture(arrayedSampler[ic1D], c2D); // ERROR - - ivec4 iv; - iv = texture(is2D, c2D); - iv = textureProjOffset(is2D, c4D, ic2D); - iv = textureProjLod(is2D, c3D, c1D); - iv = textureProjGrad(is2D, c3D, c2D, c2D); - iv = texture(is3D, c3D, 4.2); - iv = textureLod(isCube, c3D, c1D); - iv = texelFetch(is2DArray, ic3D, ic1D); - - iv.xy = textureSize(sCubeShadow, 2); - - float precise; - double boo; // ERROR - dvec2 boo2; // ERROR - dvec3 boo3; // ERROR - dvec4 boo4; // ERROR - - f += gl_FragCoord.y; - gl_FragDepth = f; - - sc = s2.c; - sf = s2.f; - - sinh(c1D) + - cosh(c1D) * tanh(c2D); - asinh(c4D) + acosh(c4D); - atanh(c3D); -} - -uniform multi { - int[2] a[3]; // ERROR - int[2][3] b; // ERROR - int c[2][3]; // ERROR -} multiInst[2][3]; // ERROR - -out vec4 colors[4]; - -void foo() -{ - colors[2] = c4D; - colors[ic1D] = c4D; // ERROR -} - -uniform s st1; -uniform s st2; - -void foo13(s inSt2) -{ - if (st1 == st2); // ERROR - if (st1 != st2); // ERROR - st1.s == st2.s; // ERROR - inSt2 = st1; // ERROR - inSt2 == st1; // ERROR -} - -void foo23() -{ - textureOffset(s2DShadow, c3D, ivec2(-8, 7), c1D); - textureOffset(s2DShadow, c3D, ivec2(-9, 8), c1D); -} - -void foo324(void) -{ - float p = pow(3.2, 4.6); - p += sin(0.4); - p += distance(vec2(10.0, 11.0), vec2(13.0, 15.0)); // 5 - p += dot(vec3(2,3,5), vec3(-2,-1,4)); // 13 - vec3 c3 = cross(vec3(3,-3,1), vec3(4,9,2)); // (-15, -2, 39) - c3 += faceforward(vec3(1,2,3), vec3(2,3,5), vec3(-2,-1,4)); // (-1,-2,-3) - c3 += faceforward(vec3(1,2,3), vec3(-2,-3,-5), vec3(-2,-1,4)); // (1,2,3) - vec2 c2 = reflect(vec2(1,3), vec2(0,1)); // (1,-3) - c2 += refract(vec2(1,3), vec2(0,1), 1.0); // (1,-3) - c2 += refract(vec2(1,3), vec2(0,1), 3.0); - c2 += refract(vec2(1,0.1), vec2(0,1), 5.0); // (0,0) - mat3x2 m32 = outerProduct(vec2(2,3), vec3(5,7,11));// rows: (10, 14, 22), (15, 21, 33) -} - -uniform mediump; // ERROR - -layout(early_fragment_tests) in; // ERROR - -#ifndef GL_FRAGMENT_PRECISION_HIGH -#error missing GL_FRAGMENT_PRECISION_HIGH -#endif - -invariant in; // ERROR -invariant in vec4; // ERROR -invariant in vec4 fooinv; // ERROR - -float imageBuffer; // ERROR, reserved -float uimage2DRect; // ERROR, reserved |