#version 400 core | |
void main() | |
{ | |
EmitStreamVertex(1); | |
EndStreamPrimitive(0); | |
EmitVertex(); | |
EndPrimitive(); | |
int id = gl_InvocationID; | |
} | |
layout(invocations = 4) in outbn { int a; } bn[]; // ERROR, not on a block | |
layout(max_vertices = 127) out; | |
layout(invocations = 4) in; | |
#extension GL_ARB_separate_shader_objects : enable | |
in gl_PerVertex { // testing input arrays with a block redeclaration, see 420.geom for without | |
vec4 gl_Position; | |
layout(std140, location = 3) patch float gl_PointSize; // ERRORs... | |
} gl_in[]; | |
void foo() | |
{ | |
gl_in.length(); // ERROR | |
gl_in[1].gl_Position; | |
} | |
in vec4 color[]; | |
in vec4 color2[]; | |
in vec4 colorS[3]; | |
in vec4 colorBad[4]; | |
void foo2() | |
{ | |
color.length(); // ERROR | |
colorS.length(); | |
} | |
layout(triangles) in; // give ERROR just for colorBad | |
in vec4 color[3]; | |
in vec4 color2[3]; | |
in vec4 colorbad2[2]; // ERROR | |
void foo3() | |
{ | |
gl_in.length(); | |
color.length(); | |
color2.length(); | |
colorS.length(); | |
} | |
layout(location = 4) in vec4 cva[3]; | |
layout(location = 5) in vec4 cvb[3]; | |
layout(location = 2) in mat3 cmc[3]; // ERROR, collision | |
patch in vec4 patchIn[]; // ERROR | |
patch out vec4 patchOut; // ERROR | |
in float scalar; // ERROR, no array | |
layout(max_vertices = 127, invocations = 4) out; // ERROR | |
layout(invocations = 4, max_vertices = 127) in; // ERROR | |
layout(max_vertices = 127, invocations = 4) uniform; // 2 ERRORs | |
in inblockscalar { | |
int a; | |
} inbls; // ERROR, not an array | |
in inblocka { | |
int a; | |
} inbla[17]; // ERROR, wrong array size | |
void bits() | |
{ | |
uvec2 u2; | |
u2 = uaddCarry(u2, u2, u2); | |
uint u1; | |
u1 = usubBorrow(u1, u1, u1); | |
uvec4 u4; | |
umulExtended(u4, u4, u4, u4); | |
ivec4 i4; | |
imulExtended(i4, i4, i4, i4); | |
int i1; | |
i1 = bitfieldExtract(i1, 4, 5); | |
uvec3 u3; | |
u3 = bitfieldExtract(u3, 4, 5); | |
ivec3 i3; | |
i3 = bitfieldInsert(i3, i3, 4, 5); | |
u1 = bitfieldInsert(u1, u1, 4, 5); | |
ivec2 i2; | |
i2 = bitfieldReverse(i2); | |
u4 = bitfieldReverse(u4); | |
i1 = bitCount(i1); | |
i3 = bitCount(u3); | |
i2 = findLSB(i2); | |
i4 = findLSB(u4); | |
i1 = findMSB(i1); | |
i2 = findMSB(u2); | |
} | |
layout(location = 7, index = 1) out vec4 indexedOut; | |
uniform sampler1D samp1D; | |
uniform sampler2DShadow samp2Ds; | |
void qlod() | |
{ | |
vec2 lod; | |
float pf; | |
vec2 pf2; | |
vec3 pf3; | |
lod = textureQueryLod(samp1D, pf); // ERROR, only in fragment | |
lod = textureQueryLod(samp2Ds, pf2); // ERROR, only in fragment | |
} |