| #version 430 | |
| #extension GL_3DL_array_objects : enable | |
| int a = 0xffffffff; // 32 bits, a gets the value -1 | |
| int b = 0xffffffffU; // ERROR: can't convert uint to int | |
| uint c = 0xffffffff; // 32 bits, c gets the value 0xFFFFFFFF | |
| uint d = 0xffffffffU; // 32 bits, d gets the value 0xFFFFFFFF | |
| int e = -1; // the literal is "1", then negation is performed, | |
| // and the resulting non-literal 32-bit signed | |
| // bit pattern of 0xFFFFFFFF is assigned, giving e | |
| // the value of -1. | |
| uint f = -1u; // the literal is "1u", then negation is performed, | |
| // and the resulting non-literal 32-bit unsigned | |
| // bit pattern of 0xFFFFFFFF is assigned, giving f | |
| // the value of 0xFFFFFFFF. | |
| int g = 3000000000; // a signed decimal literal taking 32 bits, | |
| // setting the sign bit, g gets -1294967296 | |
| int h = 0xA0000000; // okay, 32-bit signed hexadecimal | |
| int i = 5000000000; // ERROR: needs more than 32 bits | |
| int j = 0xFFFFFFFFF; // ERROR: needs more that 32 bits | |
| int k = 0x80000000; // k gets -2147483648 == 0x80000000 | |
| int l = 2147483648; // l gets -2147483648 (the literal set the sign bit) | |
| float fa, fb = 1.5; // single-precision floating-point | |
| double fc, fd = 2.0LF; // double-precision floating-point | |
| vec2 texcoord1, texcoord2; | |
| vec3 position; | |
| vec4 myRGBA; | |
| ivec2 textureLookup; | |
| bvec3 less; | |
| mat2 mat2D; | |
| mat3 optMatrix; | |
| mat4 view, projection; | |
| mat4x4 view; // an alternate way of declaring a mat4 | |
| mat3x2 m; // a matrix with 3 columns and 2 rows | |
| dmat4 highPrecisionMVP; | |
| dmat2x4 dm; | |
| struct light { | |
| float intensity; | |
| vec3 position; | |
| } lightVar; | |
| struct S { float f; }; | |
| struct T { | |
| //S; // Error: anonymous structures disallowed | |
| //struct { ... }; // Error: embedded structures disallowed | |
| S s; // Okay: nested structures with name are allowed | |
| }; | |
| float frequencies[3]; | |
| uniform vec4 lightPosition[4]; | |
| light lights[]; | |
| const int numLights = 2; | |
| light lights[numLights]; | |
| in vec3 normal; | |
| centroid in vec2 TexCoord; | |
| invariant centroid in vec4 Color; | |
| noperspective in float temperature; | |
| flat in vec3 myColor; | |
| noperspective centroid in vec2 myTexCoord; | |
| uniform vec4 lightPosition; | |
| uniform vec3 color = vec3(0.7, 0.7, 0.2); // value assigned at link time | |
| in Material { | |
| smooth in vec4 Color1; // legal, input inside in block | |
| smooth vec4 Color2; // legal, 'in' inherited from 'in Material' | |
| vec2 TexCoordA; // legal, TexCoord is an input | |
| uniform float Atten; // illegal, mismatched storage qualifier | |
| }; | |
| in Light { | |
| vec4 LightPos; | |
| vec3 LightColor; | |
| }; | |
| in ColoredTexture { | |
| vec4 Color; | |
| vec2 TexCoord; | |
| } Materiala; // instance name | |
| vec3 Color; // different Color than Material.Color | |
| in vec4 gl_FragCoord; // redeclaration that changes nothing is allowed | |
| // All the following are allowed redeclaration that change behavior | |
| layout(origin_upper_left) in vec4 gl_FragCoord; | |
| layout(pixel_center_integer) in vec4 gl_FragCoord; | |
| layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord; | |
| layout(early_fragment_tests) in; | |
| // compute shader: | |
| layout (local_size_x = 32, local_size_y = 32) in; | |
| layout (local_size_x = 8) in; | |
| layout(location = 3) out vec4 color; | |
| layout(location = 3, index = 1) out vec4 factor; | |
| layout(location = 2) out vec4 colors[3]; | |
| layout (depth_greater) out float gl_FragDepth; | |
| // redeclaration that changes nothing is allowed | |
| out float gl_FragDepth; | |
| // assume it may be modified in any way | |
| layout (depth_any) out float gl_FragDepth; | |
| // assume it may be modified such that its value will only increase | |
| layout (depth_greater) out float gl_FragDepth; | |
| // assume it may be modified such that its value will only decrease | |
| layout (depth_less) out float gl_FragDepth; | |
| // assume it will not be modified | |
| layout (depth_unchanged) out float gl_FragDepth; | |
| in vec4 gl_Color; // predeclared by the fragment language | |
| flat in vec4 gl_Color; // redeclared by user to be flat | |
| float[5] foo(float[5]) | |
| { | |
| return float[5](3.4, 4.2, 5.0, 5.2, 1.1); | |
| } | |
| precision highp float; | |
| precision highp int; | |
| precision mediump int; | |
| precision highp float; | |
| void main() | |
| { | |
| { | |
| float a[5] = float[5](3.4, 4.2, 5.0, 5.2, 1.1); | |
| } | |
| { | |
| float a[5] = float[](3.4, 4.2, 5.0, 5.2, 1.1); // same thing | |
| } | |
| { | |
| vec4 a[3][2]; // size-3 array of size-2 array of vec4 | |
| vec4[2] a1[3]; // size-3 array of size-2 array of vec4 | |
| vec4[3][2] a2; // size-3 array of size-2 array of vec4 | |
| vec4 b[2] = vec4[2](vec4(0.0), vec4(0.1)); | |
| vec4[3][2] a3 = vec4[3][2](b, b, b); // constructor | |
| void foo(vec4[3][2]); // prototype with unnamed parameter | |
| vec4 a4[3][2] = {vec4[2](vec4(0.0), vec4(1.0)), | |
| vec4[2](vec4(0.0), vec4(1.0)), | |
| vec4[2](vec4(0.0), vec4(1.0)) }; | |
| } | |
| { | |
| float a[5]; | |
| { | |
| float b[] = a; // b is explicitly size 5 | |
| } | |
| { | |
| float b[5] = a; // means the same thing | |
| } | |
| { | |
| float b[] = float[](1,2,3,4,5); // also explicitly sizes to 5 | |
| } | |
| a.length(); // returns 5 | |
| } | |
| { | |
| vec4 a[3][2]; | |
| a.length(); // this is 3 | |
| a[x].length(); // this is 2 | |
| } | |
| // for an array b containing a member array a: | |
| b[++x].a.length(); // b is never dereferenced, but ++x is evaluated | |
| // for an array s of a shader storage object containing a member array a: | |
| s[x].a.length(); // s is dereferenced; x needs to be a valid index | |
| // | |
| //All of the following declarations result in a compile-time error. | |
| //float a[2] = { 3.4, 4.2, 5.0 }; // illegal | |
| //vec2 b = { 1.0, 2.0, 3.0 }; // illegal | |
| //mat3x3 c = { vec3(0.0), vec3(1.0), vec3(2.0), vec3(3.0) }; // illegal | |
| //mat2x2 d = { 1.0, 0.0, 0.0, 1.0 }; // illegal, can't flatten nesting | |
| //struct { | |
| // float a; | |
| // int b; | |
| //} e = { 1.2, 2, 3 }; // illegal | |
| struct { | |
| float a; | |
| int b; | |
| } e = { 1.2, 2 }; // legal, all types match | |
| struct { | |
| float a; | |
| int b; | |
| } e = { 1, 3 }; // legal, first initializer is converted | |
| //All of the following declarations result in a compile-time error. | |
| //int a = true; // illegal | |
| //vec4 b[2] = { vec4(0.0), 1.0 }; // illegal | |
| //mat4x2 c = { vec3(0.0), vec3(1.0) }; // illegal | |
| //struct S1 { | |
| // vec4 a; | |
| // vec4 b; | |
| //}; | |
| //struct { | |
| // float s; | |
| // float t; | |
| //} d[] = { S1(vec4(0.0), vec4(1.1)) }; // illegal | |
| { | |
| float a[] = float[](3.4, 4.2, 5.0, 5.2, 1.1); | |
| float b[] = { 3.4, 4.2, 5.0, 5.2, 1.1 }; | |
| float c[] = a; // c is explicitly size 5 | |
| float d[5] = b; // means the same thing | |
| } | |
| { | |
| const vec3 zAxis = vec3 (0.0, 0.0, 1.0); | |
| const float ceiling = a + b; // a and b not necessarily constants | |
| } | |
| { | |
| in vec4 position; | |
| in vec3 normal; | |
| in vec2 texCoord[4]; | |
| } | |
| { | |
| lowp float color; | |
| out mediump vec2 P; | |
| lowp ivec2 foo(lowp mat3); | |
| highp mat4 m; | |
| } | |
| } |