| #version 310 es |
| |
| precision lowp float; |
| layout(location = 4) in float c1D; |
| layout(location = 5) in vec2 c2D; |
| layout(location = 6) in vec3 c3D; |
| layout(location = 7) in smooth vec4 c4D; |
| |
| layout(location = 1) flat in int ic1D; |
| layout(location = 2) flat in ivec3 ic3D; |
| layout(location = 3) flat in ivec4 ic4D; |
| |
| const ivec2 ic2D = ivec2(2, 3); |
| |
| struct s { |
| int i; |
| sampler2D s; |
| }; |
| |
| struct S2 { |
| vec3 c; |
| float f; |
| }; |
| |
| layout(location = 8) in S2 s2; |
| |
| layout(location = 0) out vec3 sc; |
| layout(location = 1) out float sf; |
| |
| void main() |
| { |
| float 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); |
| } |
| |
| 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) |
| } |