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- #version 100
- varying vec3 color; // ERRROR, there is no default qualifier for float
- lowp vec2 foo(mediump vec3 mv3)
- {
- highp vec4 hv4;
- return hv4.xy;
- }
- int global_medium;
- uniform lowp sampler2D samplerLow;
- uniform mediump sampler2D samplerMed;
- uniform highp sampler2D samplerHigh;
- precision highp int;
- precision highp ivec2; // ERROR
- precision mediump int[2]; // ERROR
- vec4 uint; // okay
- precision mediump vec4; // ERROR
- int global_high;
- void main()
- {
- lowp int sum = global_medium + global_high;
- gl_FragColor = vec4(color, 1.0);
- int level1_high;
- sum += level1_high;
- precision lowp int;
- int level1_low;
- sum += level1_low;
-
- // test maxing precisions of args to get precision of builtin
- lowp float arg1;
- mediump float arg2;
- lowp float d = distance(arg1, arg2);
- {
- int level2_low;
- sum += level2_low;
-
- precision highp int;
- int level2_high;
- sum += level2_high;
- do {
- if (true) {
- precision mediump int;
- int level4_medium;
- sum += level4_medium;
- }
- int level3_high;
- sum += level3_high;
- } while (true);
- int level2_high2;
- sum += level2_high2;
- }
- int level1_low3;
- sum += level1_low3;
- sum += 4 + ((ivec2(level1_low3) * ivec2(level1_high) + ivec2((/* comma operator */level1_low3, level1_high)))).x;
-
- texture2D(samplerLow, vec2(0.1, 0.2));
- texture2D(samplerMed, vec2(0.1, 0.2));
- texture2D(samplerHigh, vec2(0.1, 0.2));
- }
- precision mediump bool; // ERROR
- //precision mediump struct { int a; } s; // ERROR
- struct s {int a;};
- precision mediump s; // ERROR
- mediump bvec2 b2; // ERROR
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