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1#version 330
2
3uniform sampler2D samp2D;
4
5vec4 v1 = vec4(2.0, 3.0, 5.0, 7.0);
6vec4 v2 = vec4(11.0, 13.0, 17.0, 19.0);
7vec4 v3 = vec4(23.0, 29.0, 31.0, 37.0);
8vec4 v4 = vec4(41.0, 43.0, 47.0, 53.0);
9
10struct str {
11    int a;
12    vec2 b[3];
13    bool c;
14};
15
16void main()
17{
18    mat4 m = mat4(v1, v2, v3, v4);
19
20    mat4 mm  = matrixCompMult(m, m);
21    float f = mm[1].w; // should be 19 * 19 = 361
22
23    // do a deep access to a spontaneous r-value
24    float g = matrixCompMult(m, m)[2].y;  // should be 29 * 29 = 841
25
26    float h = str(1, vec2[3](vec2(2.0, 3.0), vec2(4.0, 5.0), vec2(6.0, 7.0)), true).b[1][1];  // should be 5.0
27
28    float i = texture(samp2D, vec2(0.5,0.5)).y;
29
30    i += (i > 0.1 ? v1 : v2)[3];
31
32    str t;
33    i += (t = str(1, vec2[3](vec2(2.0, 3.0), vec2(4.0, 5.0), vec2(6.0, 7.0)), true)).b[2].y;  // should be 7.0
34
35    gl_FragColor = vec4(f, g, h, i);
36}
37