yum-mirror/glslang
git clone https://git.yummers.dev/yum-mirror/glslang
ea69a298
main
1#version 310 es 2 3precision lowp float ; 4layout (location = 4 ) in float c1D; 5layout (location = 5 ) in vec2 c2D; 6layout (location = 6 ) in vec3 c3D; 7layout (location = 7 ) in smooth vec4 c4D; 8 9layout (location = 1 ) flat in int ic1D; 10layout (location = 2 ) flat in ivec3 ic3D; 11layout (location = 3 ) flat in ivec4 ic4D; 12 13const ivec2 ic2D = ivec2( 2 , 3 ); 14 15struct s { 16int i ; 17sampler2D s ; 18}; 19 20struct S2 { 21vec3 c ; 22float f ; 23}; 24 25layout (location = 8 ) in S2 s2; 26 27layout (location = 0 ) out vec3 sc; 28layout (location = 1 ) out float sf; 29 30void main() 31{ 32float f = gl_FragCoord. y ; 33gl_FragDepth = f; 34 35sc = s2. c ; 36sf = s2. f ; 37 38sinh(c1D) + 39cosh(c1D) * tanh(c2D); 40asinh(c4D) + acosh(c4D); 41atanh(c3D); 42} 43 44void foo324( void ) 45{ 46float p = pow( 3.2 , 4.6 ); 47p += sin( 0.4 ); 48p += distance(vec2( 10.0 , 11.0 ), vec2( 13.0 , 15.0 )); // 5 49p += dot(vec3( 2 , 3 , 5 ), vec3( -2 , -1 , 4 )); // 13 50vec3 c3 = cross(vec3( 3 , -3 , 1 ), vec3( 4 , 9 , 2 )); // (-15, -2, 39) 51c3 += faceforward(vec3( 1 , 2 , 3 ), vec3( 2 , 3 , 5 ), vec3( -2 , -1 , 4 )); // (-1,-2,-3) 52c3 += faceforward(vec3( 1 , 2 , 3 ), vec3( -2 , -3 , -5 ), vec3( -2 , -1 , 4 )); // (1,2,3) 53vec2 c2 = reflect(vec2( 1 , 3 ), vec2( 0 , 1 )); // (1,-3) 54c2 += refract(vec2( 1 , 3 ), vec2( 0 , 1 ), 1.0 ); // (1,-3) 55c2 += refract(vec2( 1 , 3 ), vec2( 0 , 1 ), 3.0 ); 56c2 += refract(vec2( 1 , 0.1 ), vec2( 0 , 1 ), 5.0 ); // (0,0) 57mat3x2 m32 = outerProduct(vec2( 2 , 3 ), vec3( 5 , 7 , 11 )); // rows: (10, 14, 22), (15, 21, 33) 58}