blob: 5e40e26cdab9203810bc62a6ff7395966e3caa90 [file] [log] [blame]
#version 420 core
#version 420 core
varying vec2 v2; // ERROR, varying reserved
in vec4 bad[10];
highp in vec4 badorder;
out invariant vec4 badorder2;
in centroid vec4 badorder4; // ERROR, no centroid input to vertex stage
out flat vec4 badorder3;
void bar(in const float a);
void bar2(highp in float b);
smooth flat out vec4 rep; // ERROR, replicating interpolation qualification
centroid sample out vec4 rep2; // ERROR, replicating auxiliary qualification
in uniform vec4 rep3; // ERROR, replicating storage qualification
int anonconst;
const int aconst = 5;
const int a = aconst;
const int b = anonconst; // ERROR at global scope
const int foo() // ERROR, no const functions
{
const int a = aconst;
const int b = anonconst;
const int c = a; // still compile-time const
const int d = b; // not a compile-time const
float x[c]; // okay
float y[d]; // ERROR
return b;
}
void main()
{
int i;
if (i == 3)
int j = i;
else
int k = j; // ERROR, j is undeclared
int m = k; // ERROR, k is undeclared
int n = j; // ERROR, j is undeclared
while (true)
int jj;
int kk = jj; // ERROR, jj is undeclared
}
const float cx = 4.20;
const float dx = 4.20;
void bar(in highp volatile vec4 v)
{
int s;
s.x; // okay
s.y; // ERROR
if (bad[0].x == cx.x)
;
if (cx.x == dx.x)
badorder3 = bad[0];
float f;
vec3 smeared = f.xxx;
f.xxxxx; // ERROR
f.xxy; // ERROR
}
layout(binding = 3) uniform; // ERROR
layout(binding = 3) uniform boundblock { int aoeu; } boundInst;
layout(binding = 7) uniform anonblock { int aoeu; } ;
layout(location = 1) in; // ERROR
layout(binding = 1) in inblock { int aoeua; }; // ERROR
layout(binding = 100000) uniform anonblock2 { int aooeu; } ;
layout(binding = 4) uniform sampler2D sampb1;
layout(binding = 5) uniform sampler2D sampb2[10];
layout(binding = 32) uniform sampler2D sampb3; // ERROR, binding too big
layout(binding = 31) uniform sampler2D sampb4;
layout(binding = 31) uniform sampler2D sampb5[2]; // ERROR, binding too big
int fgfg(float f, mediump int i);
int fgfg(float f, highp int i);
out gl_PerVertex {
float gl_ClipDistance[4];
};