#version 100 | |
int ga, gb; | |
float f; | |
uniform sampler2D fsa[3]; | |
uniform float fua[10]; | |
attribute mat3 am3; | |
attribute vec2 av2; | |
varying vec4 va[4]; | |
const mat2 m2 = mat2(1.0); | |
const vec3 v3 = vec3(2.0); | |
void foo(inout float a) {} | |
int bar() | |
{ | |
return 1; | |
} | |
void main() | |
{ | |
while (ga < gb) { } | |
do { } while (false); | |
for ( ; ; ); // ERROR | |
for ( ; ga==gb; ); // ERROR | |
for ( ; ; f++); // ERROR | |
for ( ga = 0; ; ); // ERROR | |
for ( bool a = false; ; ); // ERROR | |
for (float a = 0.0; a == sin(f); ); // ERROR | |
for ( int a = 0; a < 10; a *= 2); // ERROR | |
for ( int a = 0; a <= 20; a++) --a; // ERROR | |
for ( int a = 0; a <= 20; a++) { if (ga==0) a = 4; } // ERROR | |
for (float a = 0.0; a <= 20.0; a += 2.0); | |
for (float a = 0.0; a != 20.0; a -= 2.0) { if (ga==0) ga = 4; } | |
for (float a = 0.0; a == 20.0; a--) for (float a = 0.0; a == 20.0; a--); // two different 'a's, everything okay | |
for (float a = 0.0; a <= 20.0; a += 2.0); | |
for (float a = 0.0; a <= 20.0; a += 2.0); | |
for (float a = 0.0; a > 2.0 * 20.0; a += v3.y); | |
for (float a = 0.0; a >= 20.0; a += 2.0) foo(a); // ERROR | |
int ia[9]; | |
fsa[ga]; // ERROR | |
fua[ga]; | |
am3[ga]; // ERROR | |
av2[ga]; // ERROR | |
va[2+ga]; // ERROR | |
m2[ga]; // ERROR | |
v3[ga/2]; // ERROR | |
ia[ga]; // ERROR | |
for (int a = 3; a >= 0; a--) { | |
fsa[a]; | |
fua[a+2]; | |
am3[3*a]; | |
av2[3*a]; | |
va[a-1]; | |
m2[a/2]; | |
v3[a]; | |
ia[a]; | |
ia[bar()]; // ERROR | |
} | |
fsa[2]; | |
fua[3]; | |
am3[2]; | |
av2[1]; | |
va[1]; | |
m2[1]; | |
v3[1]; | |
ia[3]; | |
} |