constFold.frag 4.9 KB

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  1. #version 430
  2. const int a = 1;
  3. const int b = 2;
  4. const int c = a + b; // 3
  5. const int d = c - a; // 2
  6. const float e = float(d); // 2.0
  7. const float f = e * float(c); // 6.0
  8. const float g = f / float(d); // 3.0
  9. const vec2 pytho = vec2(3.0, 4.0);
  10. in vec4 inv;
  11. out vec4 FragColor;
  12. out vec2 out2;
  13. out vec4 out3;
  14. out vec4 out4;
  15. out ivec4 out5;
  16. out vec3 out6;
  17. out vec4 out7;
  18. out vec4 out8;
  19. out vec4 out9;
  20. out vec4 out10;
  21. out vec4 out11;
  22. out ivec2 out12;
  23. out uvec3 out13;
  24. void main()
  25. {
  26. vec4 dx = dFdx(inv);
  27. const ivec4 v = ivec4(a, b, c, d);
  28. vec4 array2[v.y]; // 2
  29. const ivec4 u = ~v;
  30. const float h = degrees(g); // 171.88
  31. FragColor = vec4(e, f, g, h); // 2, 6, 3, 171.88
  32. vec4 array3[c]; // 3
  33. vec4 arrayMax[int(max(float(array2.length()), float(array3.length())))];
  34. vec4 arrayMin[int(min(float(array2.length()), float(array3.length())))];
  35. FragColor = vec4(arrayMax.length(), arrayMin.length(), sin(3.14), cos(3.14)); // 3, 2, .00159, -.999
  36. out2 = length(pytho) + normalize(pytho) + dFdx(pytho) + dFdy(pytho) + fwidth(pytho); // 5+3/5, 5+4/5
  37. out3 = vec4(exp(3.0), log(10.0), exp2(4.0), log2(256.0)); // 20.08, 2.3, 16, 8
  38. out4 = vec4(sqrt(100.0), inversesqrt(100.0), abs(-4.7), abs(10.9)); // 10, .1, 4.7, 10.9
  39. out5 = ivec4(abs(-8) + sign(0), abs(17), sign(-12), sign(9)); // 8, 17, -1, 1
  40. out6 = vec3(sign(-8.8), sign(18.0), sign(0.0)); // -1.0, 1.0, 0.0
  41. out7 = vec4(floor(4.2), ceil(-4.1), trunc(5.9), trunc(-5.9)); // 4, -4, 5, -5
  42. out8 = vec4(round(4.4), round(4.6), roundEven(4.5), roundEven(-5.5)); // 4, 5, 4, -6
  43. out9 = vec4(roundEven(7.5), roundEven(-4.5), fract(2.345), fract(-2.6)); // 8, -4, .345, 0.4
  44. out10 = vec4(isinf(4.0/0.0), isinf(-3.0/0.0), isinf(0.0/0.0), isinf(-93048593405938405938405.0)); // true, true, false, false -> 1.0, 1.0, 0.0, 0.0
  45. out11 = vec4(isnan(4.0/0.0), isnan(-3.0/0.0), isnan(0.0/0.0), isnan(-93048593405938405938405.0)); // false, false, true, false -> 0.0, 1.0, 0.0, 0.0
  46. out11 = vec4(tan(0.8), atan(1.029), atan(8.0, 10.0), atan(10000.0)); // 1.029, 0.8, 0.6747, 1.57
  47. out11 = vec4(asin(0.0), asin(0.5), acos(0.0), acos(0.5)); // 0.0, .523599, 1.57, 1.047
  48. const vec4 v1 = vec4(1.0, 0.0, 0.5, -0.2);
  49. const vec4 v2 = vec4(0.2, 0.3, 0.4, 0.5);
  50. out11 = atan(v1, v2); // 1.373401, 0.0, 0.896055, -0.380506
  51. const ivec2 v3 = ivec2(15.0, 17.0);
  52. const ivec2 v4 = ivec2(17.0, 15.0);
  53. out12 = min(v3, 16); // 15, 16
  54. out12 = max(v3, v4); // 17, 17
  55. out2 = pow(vec2(v3), vec2(2.5, 3.0)); // 871.4, 4913
  56. out13 = clamp(uvec3(1, 20, 50), 10u, 30u); // 10, 20, 30
  57. out2 = mix(vec2(3.0, 4.0), vec2(5.0, 6.0), bvec2(false, true)); // 3.0, 6.0
  58. out2 = mix(vec2(3.0, 4.0), vec2(5.0, 6.0), 0.25); // 3.5, 4.5
  59. out2 = step(0.5, vec2(0.2, 0.6)); // 0.0, 1.0
  60. out11 = smoothstep(50.0, 60.0, vec4(40.0, 51.0, 55.0, 70.0)); // 0.0, 0.028, 0.5, 1.0
  61. }
  62. const struct S {
  63. vec3 v3;
  64. ivec2 iv2;
  65. mat2x4 m;
  66. } s = S(vec3(3.0), ivec2(3, a + b), mat2x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0));
  67. void foo()
  68. {
  69. float a[s.iv2.y]; // 3 element array
  70. a[0] = s.m[1].z; // 7.0
  71. b % 0; // int
  72. b / 0;
  73. e / 0; -e / 0; 0.0 / 0.0;
  74. const uint ua = 5;
  75. const uvec2 ub = uvec2(6, 7);
  76. const uint uc = 8;
  77. ub % 4u;
  78. 0u % uc;
  79. ub % 0u;
  80. }
  81. const mat2 m2 = mat2(2, 3, 4, 5);
  82. const mat3 m3 = mat3(m2);
  83. const int mc = int(m3[2][2]);
  84. float a1[mc];
  85. float a2[int(m3[2][1]) + 2]; // size 2
  86. float a3[int(m3[1][0])]; // size 4
  87. const vec2 v2 = vec2(1, 2);
  88. const vec3 v3 = vec3(3, 4, 5);
  89. float a4[uint(mat3(v2, v3, v2, v2)[2][2])]; // size 2
  90. void foo2()
  91. {
  92. a1[0]; // array size 1
  93. a2[0]; // array size 2
  94. a3[0]; // array size 4
  95. a4[0]; // array size 2
  96. v2[-1]; // ERROR
  97. v3[4]; // ERROR
  98. m3[0][-2]; // ERROR
  99. m2[-1][1]; // ERROR
  100. m3[1][3]; // ERROR
  101. m3[3][1]; // ERROR
  102. int p;
  103. p = -2147483647 / -1;
  104. p = -2147483648 / -1;
  105. p = 2147483647 / -1;
  106. float f = vec4(7.8 < 2.4 ? -1.333 : 1.444).a;
  107. f = vec4(inv.x < 2.4 ? -1.0 : 1.0).a; // not folded, ensuring no propagation
  108. }
  109. const mat2 mm2 = mat2(1.0, 2.0, 3.0, 4.0);
  110. const mat3x2 mm32 = mat3x2(10.0, 11.0, 12.0, 13.0, 14.0, 15.0);
  111. void foo3()
  112. {
  113. mat3x2 r32 = mm2 * mm32;
  114. }
  115. struct cag {
  116. int i;
  117. float f;
  118. bool b;
  119. };
  120. const cag a0[3] = cag[3](cag(3, 2.0, true), cag(1, 5.0, true), cag(1, 9.0, false));
  121. void foo4()
  122. {
  123. int a = int(a0[2].f);
  124. }
  125. const bool cval1 = all(bvec4(true, true, true, true));
  126. const bool cval2 = all(bvec4(false, false, false, false));
  127. const bool cval3 = all(bvec4(true, true, false, true));
  128. const bool cval4 = any(bvec4(true, true, true, true));
  129. const bool cval5 = any(bvec4(false, false, false, false));
  130. const bool cval6 = any(bvec4(false, true, false, false));