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1#version 450 core
2
3
4
5out gl_PerVertex {
6    float gl_ClipDistance[];
7};
8
9const float cx = 4.20;
10const float dx = 4.20;
11in vec4 bad[10];
12highp in vec4 badorder;
13out invariant vec4 badorder2;
14out flat vec4 badorder3;
15
16in float f;
17
18void main()
19{
20    gl_ClipDistance[2] = 3.7;
21
22    if (bad[0].x == cx.x)
23        badorder3 = bad[0];
24
25    gl_ClipDistance[0] = f.x;
26}
27
28layout(binding = 3) uniform boundblock { int aoeu; } boundInst;
29layout(binding = 7) uniform anonblock { int aoeu; } ;
30layout(binding = 4) uniform sampler2D sampb1;
31layout(binding = 5) uniform sampler2D sampb2[10];
32layout(binding = 31) uniform sampler2D sampb4;
33
34struct S { mediump float a; highp uvec2 b; highp vec3 c; };
35struct SS { vec4 b; S s; vec4 c; };
36layout(location = 0) flat out SS var;
37out MS { layout(location = 17) float f; } outMS;
38