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- #version 430
- #extension GL_3DL_array_objects : enable
- out Vertex {
- vec4 Position; // API transform/feedback will use “Vertex.Position”
- vec2 Texture;
- } Coords; // shader will use “Coords.Position”
- out Vertex2 {
- vec4 Color; // API will use “Color”
- };
- uniform Transform { // API uses “Transform[2]” to refer to instance 2
- mat4 ModelViewMatrix;
- mat4 ModelViewProjectionMatrix;
- vec4 a[]; // array will get implicitly sized
- float Deformation;
- } transforms[4];
- layout(location = 3) in vec4 normal;
- layout(location = 6) in vec4 colors[3];
- layout(location = 9) in mat4 transforms2[2];
- layout(location = 3) struct S {
- vec3 a1;
- mat2 b;
- vec4 c[2];
- } s;
- layout(triangles, invocations = 6) in;
- layout(lines) in; // legal for Color2, input size is 2, matching Color2
- layout(triangle_strip, max_vertices = 60) out; // order does not matter
- layout(max_vertices = 60) out; // redeclaration okay
- layout(triangle_strip) out; // redeclaration okay
- //layout(points) out; // error, contradicts triangle_strip
- //layout(max_vertices = 30) out; // error, contradicts 60
- layout(stream = 1) out;
- layout(stream=1) out; // default is now stream 1
- out vec4 var1; // var1 gets default stream (1)
- layout(stream=2) out Block1 { // "Block1" belongs to stream 2
- layout(stream=2) vec4 var2; // redundant block member stream decl
- layout(stream=3) vec2 var3; // ILLEGAL (must match block stream)
- vec3 var4; // belongs to stream 2
- };
- layout(stream=0) out; // default is now stream 0
- out vec4 var5; // var5 gets default stream (0)
- out Block2 { // "Block2" gets default stream (0)
- vec4 var6;
- };
- layout(stream=3) out vec4 var7; // var7 belongs to stream 3
- layout(shared, column_major) uniform;
- layout(shared, column_major) buffer;
- layout(row_major, column_major)
- layout(shared, row_major) uniform; // default is now shared and row_major
- layout(std140) uniform Transform2 { // layout of this block is std140
- mat4 M1; // row_major
- layout(column_major) mat4 M2; // column major
- mat3 N1; // row_major
- };
- layout(column_major) uniform T3 { // shared and column_major
- mat4 M13; // column_major
- layout(row_major) mat4 m14; // row major
- mat3 N12; // column_major
- };
- // in one compilation unit...
- layout(binding=3) uniform sampler2D s17; // s bound to unit 3
- // in another compilation unit...
- uniform sampler2D s17; // okay, s still bound at 3
- // in another compilation unit...
- //layout(binding=4) uniform sampler2D s; // ERROR: contradictory bindings
- layout (binding = 2, offset = 4) uniform atomic_uint a2;
- layout (binding = 2) uniform atomic_uint bar;
- layout (binding = 2, offset = 4) uniform atomic_uint;
- layout (binding = 2) uniform atomic_uint bar; // offset is 4
- layout (offset = 8) uniform atomic_uint bar23; // error, no default binding
- layout (binding=3, offset=4) uniform atomic_uint a2; // offset = 4
- layout (binding=2) uniform atomic_uint b2; // offset = 0
- layout (binding=3) uniform atomic_uint c2; // offset = 8
- layout (binding=2) uniform atomic_uint d2; // offset = 4
- //layout (offset=4) // error, must include binding
- //layout (binding=1, offset=0) a; // okay
- //layout (binding=2, offset=0) b; // okay
- //layout (binding=1, offset=0) c; // error, offsets must not be shared
- // // between a and c
- //layout (binding=1, offset=2) d; // error, overlaps offset 0 of a
- flat in vec4 gl_FrontColor; // input to geometry shader, no “gl_in[]”
- flat out vec4 gl_FrontColor; // output from geometry shader
- invariant gl_Position; // make existing gl_Position be invariant
- out vec3 ColorInv;
- invariant ColorIvn; // make existing Color be invariant
- invariant centroid out vec3 Color4;
- precise out vec4 position;
- out vec3 Color5;
- precise Color5; // make existing Color be precise
- in vec4 a, b, c, d;
- precise out vec4 v;
- coherent buffer Block {
- readonly vec4 member1;
- vec4 member2;
- };
- buffer Block2a {
- coherent readonly vec4 member1A;
- coherent vec4 member2A;
- };
- shared vec4 shv;
- vec4 funcA(restrict image2D a) { }
- vec4 funcB(image2D a) { }
- layout(rgba32f) uniform image2D img1;
- layout(rgba32f) coherent uniform image2D img2;
- float func(float e, float f, float g, float h)
- {
- return (e*f) + (g*h); // no constraint on order or
- // operator consistency
- }
- float func2(float e, float f, float g, float h)
- {
- precise float result = (e*f) + (g*h); // ensures same precision for
- // the two multiplies
- return result;
- }
- float func3(float i, float j, precise out float k)
- {
- k = i * i + j; // precise, due to <k> declaration
- }
- void main()
- {
- vec3 r = vec3(a * b); // precise, used to compute v.xyz
- vec3 s = vec3(c * d); // precise, used to compute v.xyz
- v.xyz = r + s; // precise
- v.w = (a.w * b.w) + (c.w * d.w); // precise
- v.x = func(a.x, b.x, c.x, d.x); // values computed in func()
- // are NOT precise
- v.x = func2(a.x, b.x, c.x, d.x); // precise!
- func3(a.x * b.x, c.x * d.x, v.x); // precise!
-
- funcA(img1); // OK, adding "restrict" is allowed, ERROR, changing formats
- funcB(img2); // illegal, stripping "coherent" is not, ERROR, changing formats
- {
- struct light {
- float intensity;
- vec3 position;
- };
- light lightVar = light(3.0, vec3(1.0, 2.0, 3.0));
- }
- {
- const float c[3] = float[3](5.0, 7.2, 1.1);
- const float d[3] = float[](5.0, 7.2, 1.1);
- float g;
- float a[5] = float[5](g, 1, g, 2.3, g);
- float b[3];
- b = float[3](g, g + 1.0, g + 2.0);
- }
- {
- vec4 b[2] = { vec4(1.0), vec4(1.0) };
- vec4[3][2](b, b, b); // constructor
- vec4[][2](b, b, b); // constructor, valid, size deduced
- vec4[3][](b, b, b); // compile-time error, invalid type constructed
- }
- }
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