blob: d2b5965f78948bd40bef8b4ec7de155d64992119 [file] [log] [blame]
# WARNING: This file is auto-generated. Do NOT modify it manually, but rather
# modify the generating script file. Otherwise changes will be lost!
group arithmetic "Arithmetic operations"
group input_before_literal "Input before literal"
group add "Addition"
case int_to_float
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output float out0 = [ 4.0 | 3.0 | 3.0 | 5.0 | 7.0 ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 + 2.0;
${OUTPUT}
}
""
end
case int_to_uint
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output uint out0 = [ 4 | 3 | 3 | 5 | 7 ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 + 2;
${OUTPUT}
}
""
end
case int_to_vec2
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output vec2 out0 = [ vec2(3.0, 4.0) | vec2(2.0, 3.0) | vec2(2.0, 3.0) | vec2(4.0, 5.0) | vec2(6.0, 7.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 + vec2(1.0, 2.0);
${OUTPUT}
}
""
end
case int_to_vec3
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output vec3 out0 = [ vec3(3.0, 4.0, 5.0) | vec3(2.0, 3.0, 4.0) | vec3(2.0, 3.0, 4.0) | vec3(4.0, 5.0, 6.0) | vec3(6.0, 7.0, 8.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 + vec3(1.0, 2.0, 3.0);
${OUTPUT}
}
""
end
case int_to_vec4
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output vec4 out0 = [ vec4(3.0, 4.0, 5.0, 6.0) | vec4(2.0, 3.0, 4.0, 5.0) | vec4(2.0, 3.0, 4.0, 5.0) | vec4(4.0, 5.0, 6.0, 7.0) | vec4(6.0, 7.0, 8.0, 9.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 + vec4(1.0, 2.0, 3.0, 4.0);
${OUTPUT}
}
""
end
case int_to_uvec2
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output uvec2 out0 = [ uvec2(3, 4) | uvec2(2, 3) | uvec2(2, 3) | uvec2(4, 5) | uvec2(6, 7) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 + uvec2(1, 2);
${OUTPUT}
}
""
end
case int_to_uvec3
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output uvec3 out0 = [ uvec3(3, 4, 5) | uvec3(2, 3, 4) | uvec3(2, 3, 4) | uvec3(4, 5, 6) | uvec3(6, 7, 8) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 + uvec3(1, 2, 3);
${OUTPUT}
}
""
end
case int_to_uvec4
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output uvec4 out0 = [ uvec4(3, 4, 5, 6) | uvec4(2, 3, 4, 5) | uvec4(2, 3, 4, 5) | uvec4(4, 5, 6, 7) | uvec4(6, 7, 8, 9) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 + uvec4(1, 2, 3, 4);
${OUTPUT}
}
""
end
case uint_to_float
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uint in0 = [ 1 | 3 | 4 | 7 | 11 ];
output float out0 = [ 3.0 | 5.0 | 6.0 | 9.0 | 13.0 ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 + 2.0;
${OUTPUT}
}
""
end
case uint_to_vec2
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uint in0 = [ 1 | 3 | 4 | 7 | 11 ];
output vec2 out0 = [ vec2(2.0, 3.0) | vec2(4.0, 5.0) | vec2(5.0, 6.0) | vec2(8.0, 9.0) | vec2(12.0, 13.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 + vec2(1.0, 2.0);
${OUTPUT}
}
""
end
case uint_to_vec3
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uint in0 = [ 1 | 3 | 4 | 7 | 11 ];
output vec3 out0 = [ vec3(2.0, 3.0, 4.0) | vec3(4.0, 5.0, 6.0) | vec3(5.0, 6.0, 7.0) | vec3(8.0, 9.0, 10.0) | vec3(12.0, 13.0, 14.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 + vec3(1.0, 2.0, 3.0);
${OUTPUT}
}
""
end
case uint_to_vec4
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uint in0 = [ 1 | 3 | 4 | 7 | 11 ];
output vec4 out0 = [ vec4(2.0, 3.0, 4.0, 5.0) | vec4(4.0, 5.0, 6.0, 7.0) | vec4(5.0, 6.0, 7.0, 8.0) | vec4(8.0, 9.0, 10.0, 11.0) | vec4(12.0, 13.0, 14.0, 15.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 + vec4(1.0, 2.0, 3.0, 4.0);
${OUTPUT}
}
""
end
case ivec2_to_uvec2
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ];
output uvec2 out0 = [ uvec2(2, 4) | uvec2(3, 3) | uvec2(4, 9) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 + uvec2(1, 2);
${OUTPUT}
}
""
end
case ivec2_to_vec2
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ];
output vec2 out0 = [ vec2(2.0, 4.0) | vec2(3.0, 3.0) | vec2(4.0, 9.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 + vec2(1.0, 2.0);
${OUTPUT}
}
""
end
case uvec2_to_vec2
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uvec2 in0 = [ uvec2(2, 3) | uvec2(4, 6) | uvec2(1, 13) ];
output vec2 out0 = [ vec2(3.0, 5.0) | vec2(5.0, 8.0) | vec2(2.0, 15.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 + vec2(1.0, 2.0);
${OUTPUT}
}
""
end
case ivec3_to_uvec3
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ];
output uvec3 out0 = [ uvec3(2, 4, 6) | uvec3(3, 3, 5) | uvec3(4, 9, 5) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 + uvec3(1, 2, 3);
${OUTPUT}
}
""
end
case ivec3_to_vec3
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ];
output vec3 out0 = [ vec3(2.0, 4.0, 6.0) | vec3(3.0, 3.0, 5.0) | vec3(4.0, 9.0, 5.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 + vec3(1.0, 2.0, 3.0);
${OUTPUT}
}
""
end
case uvec3_to_vec3
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uvec3 in0 = [ uvec3(2, 3, 5) | uvec3(4, 6, 2) | uvec3(1, 13, 7) ];
output vec3 out0 = [ vec3(3.0, 5.0, 8.0) | vec3(5.0, 8.0, 5.0) | vec3(2.0, 15.0, 10.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 + vec3(1.0, 2.0, 3.0);
${OUTPUT}
}
""
end
case ivec4_to_uvec4
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ];
output uvec4 out0 = [ uvec4(2, 4, 6, 8) | uvec4(3, 3, 5, 10) | uvec4(4, 9, 5, 9) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 + uvec4(1, 2, 3, 4);
${OUTPUT}
}
""
end
case ivec4_to_vec4
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ];
output vec4 out0 = [ vec4(2.0, 4.0, 6.0, 8.0) | vec4(3.0, 3.0, 5.0, 10.0) | vec4(4.0, 9.0, 5.0, 9.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 + vec4(1.0, 2.0, 3.0, 4.0);
${OUTPUT}
}
""
end
case uvec4_to_vec4
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uvec4 in0 = [ uvec4(2, 3, 5, 8) | uvec4(4, 6, 2, 9) | uvec4(1, 13, 7, 4) ];
output vec4 out0 = [ vec4(3.0, 5.0, 8.0, 12.0) | vec4(5.0, 8.0, 5.0, 13.0) | vec4(2.0, 15.0, 10.0, 8.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 + vec4(1.0, 2.0, 3.0, 4.0);
${OUTPUT}
}
""
end
end # add
group sub "Subtraction"
case int_to_float
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output float out0 = [ 0.0 | -1.0 | -1.0 | 1.0 | 3.0 ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 - 2.0;
${OUTPUT}
}
""
end
case int_to_vec2
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output vec2 out0 = [ vec2(1.0, 0.0) | vec2(0.0, -1.0) | vec2(0.0, -1.0) | vec2(2.0, 1.0) | vec2(4.0, 3.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 - vec2(1.0, 2.0);
${OUTPUT}
}
""
end
case int_to_vec3
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output vec3 out0 = [ vec3(1.0, 0.0, -1.0) | vec3(0.0, -1.0, -2.0) | vec3(0.0, -1.0, -2.0) | vec3(2.0, 1.0, 0.0) | vec3(4.0, 3.0, 2.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 - vec3(1.0, 2.0, 3.0);
${OUTPUT}
}
""
end
case int_to_vec4
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output vec4 out0 = [ vec4(1.0, 0.0, -1.0, -2.0) | vec4(0.0, -1.0, -2.0, -3.0) | vec4(0.0, -1.0, -2.0, -3.0) | vec4(2.0, 1.0, 0.0, -1.0) | vec4(4.0, 3.0, 2.0, 1.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 - vec4(1.0, 2.0, 3.0, 4.0);
${OUTPUT}
}
""
end
case uint_to_float
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uint in0 = [ 1 | 3 | 4 | 7 | 11 ];
output float out0 = [ -1.0 | 1.0 | 2.0 | 5.0 | 9.0 ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 - 2.0;
${OUTPUT}
}
""
end
case uint_to_vec2
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uint in0 = [ 1 | 3 | 4 | 7 | 11 ];
output vec2 out0 = [ vec2(0.0, -1.0) | vec2(2.0, 1.0) | vec2(3.0, 2.0) | vec2(6.0, 5.0) | vec2(10.0, 9.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 - vec2(1.0, 2.0);
${OUTPUT}
}
""
end
case uint_to_vec3
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uint in0 = [ 1 | 3 | 4 | 7 | 11 ];
output vec3 out0 = [ vec3(0.0, -1.0, -2.0) | vec3(2.0, 1.0, 0.0) | vec3(3.0, 2.0, 1.0) | vec3(6.0, 5.0, 4.0) | vec3(10.0, 9.0, 8.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 - vec3(1.0, 2.0, 3.0);
${OUTPUT}
}
""
end
case uint_to_vec4
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uint in0 = [ 1 | 3 | 4 | 7 | 11 ];
output vec4 out0 = [ vec4(0.0, -1.0, -2.0, -3.0) | vec4(2.0, 1.0, 0.0, -1.0) | vec4(3.0, 2.0, 1.0, 0.0) | vec4(6.0, 5.0, 4.0, 3.0) | vec4(10.0, 9.0, 8.0, 7.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 - vec4(1.0, 2.0, 3.0, 4.0);
${OUTPUT}
}
""
end
case ivec2_to_vec2
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ];
output vec2 out0 = [ vec2(0.0, 0.0) | vec2(1.0, -1.0) | vec2(2.0, 5.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 - vec2(1.0, 2.0);
${OUTPUT}
}
""
end
case uvec2_to_vec2
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uvec2 in0 = [ uvec2(2, 3) | uvec2(4, 6) | uvec2(1, 13) ];
output vec2 out0 = [ vec2(1.0, 1.0) | vec2(3.0, 4.0) | vec2(0.0, 11.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 - vec2(1.0, 2.0);
${OUTPUT}
}
""
end
case ivec3_to_vec3
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ];
output vec3 out0 = [ vec3(0.0, 0.0, 0.0) | vec3(1.0, -1.0, -1.0) | vec3(2.0, 5.0, -1.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 - vec3(1.0, 2.0, 3.0);
${OUTPUT}
}
""
end
case uvec3_to_vec3
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uvec3 in0 = [ uvec3(2, 3, 5) | uvec3(4, 6, 2) | uvec3(1, 13, 7) ];
output vec3 out0 = [ vec3(1.0, 1.0, 2.0) | vec3(3.0, 4.0, -1.0) | vec3(0.0, 11.0, 4.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 - vec3(1.0, 2.0, 3.0);
${OUTPUT}
}
""
end
case ivec4_to_vec4
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ];
output vec4 out0 = [ vec4(0.0, 0.0, 0.0, 0.0) | vec4(1.0, -1.0, -1.0, 2.0) | vec4(2.0, 5.0, -1.0, 1.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 - vec4(1.0, 2.0, 3.0, 4.0);
${OUTPUT}
}
""
end
case uvec4_to_vec4
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uvec4 in0 = [ uvec4(2, 3, 5, 8) | uvec4(4, 6, 2, 9) | uvec4(1, 13, 7, 4) ];
output vec4 out0 = [ vec4(1.0, 1.0, 2.0, 4.0) | vec4(3.0, 4.0, -1.0, 5.0) | vec4(0.0, 11.0, 4.0, 0.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 - vec4(1.0, 2.0, 3.0, 4.0);
${OUTPUT}
}
""
end
end # sub
group mul "Multiplication"
case int_to_float
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output float out0 = [ 4.0 | 2.0 | 2.0 | 6.0 | 10.0 ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 * 2.0;
${OUTPUT}
}
""
end
case int_to_uint
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output uint out0 = [ 4 | 2 | 2 | 6 | 10 ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 * 2;
${OUTPUT}
}
""
end
case int_to_vec2
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output vec2 out0 = [ vec2(2.0, 4.0) | vec2(1.0, 2.0) | vec2(1.0, 2.0) | vec2(3.0, 6.0) | vec2(5.0, 10.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 * vec2(1.0, 2.0);
${OUTPUT}
}
""
end
case int_to_vec3
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output vec3 out0 = [ vec3(2.0, 4.0, 6.0) | vec3(1.0, 2.0, 3.0) | vec3(1.0, 2.0, 3.0) | vec3(3.0, 6.0, 9.0) | vec3(5.0, 10.0, 15.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 * vec3(1.0, 2.0, 3.0);
${OUTPUT}
}
""
end
case int_to_vec4
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output vec4 out0 = [ vec4(2.0, 4.0, 6.0, 8.0) | vec4(1.0, 2.0, 3.0, 4.0) | vec4(1.0, 2.0, 3.0, 4.0) | vec4(3.0, 6.0, 9.0, 12.0) | vec4(5.0, 10.0, 15.0, 20.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 * vec4(1.0, 2.0, 3.0, 4.0);
${OUTPUT}
}
""
end
case int_to_uvec2
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output uvec2 out0 = [ uvec2(2, 4) | uvec2(1, 2) | uvec2(1, 2) | uvec2(3, 6) | uvec2(5, 10) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 * uvec2(1, 2);
${OUTPUT}
}
""
end
case int_to_uvec3
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output uvec3 out0 = [ uvec3(2, 4, 6) | uvec3(1, 2, 3) | uvec3(1, 2, 3) | uvec3(3, 6, 9) | uvec3(5, 10, 15) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 * uvec3(1, 2, 3);
${OUTPUT}
}
""
end
case int_to_uvec4
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output uvec4 out0 = [ uvec4(2, 4, 6, 8) | uvec4(1, 2, 3, 4) | uvec4(1, 2, 3, 4) | uvec4(3, 6, 9, 12) | uvec4(5, 10, 15, 20) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 * uvec4(1, 2, 3, 4);
${OUTPUT}
}
""
end
case uint_to_float
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uint in0 = [ 1 | 3 | 4 | 7 | 11 ];
output float out0 = [ 2.0 | 6.0 | 8.0 | 14.0 | 22.0 ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 * 2.0;
${OUTPUT}
}
""
end
case uint_to_vec2
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uint in0 = [ 1 | 3 | 4 | 7 | 11 ];
output vec2 out0 = [ vec2(1.0, 2.0) | vec2(3.0, 6.0) | vec2(4.0, 8.0) | vec2(7.0, 14.0) | vec2(11.0, 22.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 * vec2(1.0, 2.0);
${OUTPUT}
}
""
end
case uint_to_vec3
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uint in0 = [ 1 | 3 | 4 | 7 | 11 ];
output vec3 out0 = [ vec3(1.0, 2.0, 3.0) | vec3(3.0, 6.0, 9.0) | vec3(4.0, 8.0, 12.0) | vec3(7.0, 14.0, 21.0) | vec3(11.0, 22.0, 33.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 * vec3(1.0, 2.0, 3.0);
${OUTPUT}
}
""
end
case uint_to_vec4
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uint in0 = [ 1 | 3 | 4 | 7 | 11 ];
output vec4 out0 = [ vec4(1.0, 2.0, 3.0, 4.0) | vec4(3.0, 6.0, 9.0, 12.0) | vec4(4.0, 8.0, 12.0, 16.0) | vec4(7.0, 14.0, 21.0, 28.0) | vec4(11.0, 22.0, 33.0, 44.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 * vec4(1.0, 2.0, 3.0, 4.0);
${OUTPUT}
}
""
end
case ivec2_to_uvec2
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ];
output uvec2 out0 = [ uvec2(1, 4) | uvec2(2, 2) | uvec2(3, 14) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 * uvec2(1, 2);
${OUTPUT}
}
""
end
case ivec2_to_vec2
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ];
output vec2 out0 = [ vec2(1.0, 4.0) | vec2(2.0, 2.0) | vec2(3.0, 14.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 * vec2(1.0, 2.0);
${OUTPUT}
}
""
end
case uvec2_to_vec2
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uvec2 in0 = [ uvec2(2, 3) | uvec2(4, 6) | uvec2(1, 13) ];
output vec2 out0 = [ vec2(2.0, 6.0) | vec2(4.0, 12.0) | vec2(1.0, 26.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 * vec2(1.0, 2.0);
${OUTPUT}
}
""
end
case ivec3_to_uvec3
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ];
output uvec3 out0 = [ uvec3(1, 4, 9) | uvec3(2, 2, 6) | uvec3(3, 14, 6) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 * uvec3(1, 2, 3);
${OUTPUT}
}
""
end
case ivec3_to_vec3
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ];
output vec3 out0 = [ vec3(1.0, 4.0, 9.0) | vec3(2.0, 2.0, 6.0) | vec3(3.0, 14.0, 6.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 * vec3(1.0, 2.0, 3.0);
${OUTPUT}
}
""
end
case uvec3_to_vec3
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uvec3 in0 = [ uvec3(2, 3, 5) | uvec3(4, 6, 2) | uvec3(1, 13, 7) ];
output vec3 out0 = [ vec3(2.0, 6.0, 15.0) | vec3(4.0, 12.0, 6.0) | vec3(1.0, 26.0, 21.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 * vec3(1.0, 2.0, 3.0);
${OUTPUT}
}
""
end
case ivec4_to_uvec4
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ];
output uvec4 out0 = [ uvec4(1, 4, 9, 16) | uvec4(2, 2, 6, 24) | uvec4(3, 14, 6, 20) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 * uvec4(1, 2, 3, 4);
${OUTPUT}
}
""
end
case ivec4_to_vec4
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ];
output vec4 out0 = [ vec4(1.0, 4.0, 9.0, 16.0) | vec4(2.0, 2.0, 6.0, 24.0) | vec4(3.0, 14.0, 6.0, 20.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 * vec4(1.0, 2.0, 3.0, 4.0);
${OUTPUT}
}
""
end
case uvec4_to_vec4
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uvec4 in0 = [ uvec4(2, 3, 5, 8) | uvec4(4, 6, 2, 9) | uvec4(1, 13, 7, 4) ];
output vec4 out0 = [ vec4(2.0, 6.0, 15.0, 32.0) | vec4(4.0, 12.0, 6.0, 36.0) | vec4(1.0, 26.0, 21.0, 16.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 * vec4(1.0, 2.0, 3.0, 4.0);
${OUTPUT}
}
""
end
end # mul
group div "Division"
case int_to_float
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output float out0 = [ 1.0 | 0.5 | 0.5 | 1.5 | 2.5 ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 / 2.0;
${OUTPUT}
}
""
end
case int_to_uint
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output uint out0 = [ 1 | 0 | 0 | 1 | 2 ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 / 2;
${OUTPUT}
}
""
end
case int_to_vec2
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output vec2 out0 = [ vec2(2.0, 1.0) | vec2(1.0, 0.5) | vec2(1.0, 0.5) | vec2(3.0, 1.5) | vec2(5.0, 2.5) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 / vec2(1.0, 2.0);
${OUTPUT}
}
""
end
case int_to_vec3
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output vec3 out0 = [ vec3(2.0, 1.0, 0.666666666667) | vec3(1.0, 0.5, 0.333333333333) | vec3(1.0, 0.5, 0.333333333333) | vec3(3.0, 1.5, 1.0) | vec3(5.0, 2.5, 1.66666666667) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 / vec3(1.0, 2.0, 3.0);
${OUTPUT}
}
""
end
case int_to_vec4
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output vec4 out0 = [ vec4(2.0, 1.0, 0.666666666667, 0.5) | vec4(1.0, 0.5, 0.333333333333, 0.25) | vec4(1.0, 0.5, 0.333333333333, 0.25) | vec4(3.0, 1.5, 1.0, 0.75) | vec4(5.0, 2.5, 1.66666666667, 1.25) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 / vec4(1.0, 2.0, 3.0, 4.0);
${OUTPUT}
}
""
end
case int_to_uvec2
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output uvec2 out0 = [ uvec2(2, 1) | uvec2(1, 0) | uvec2(1, 0) | uvec2(3, 1) | uvec2(5, 2) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 / uvec2(1, 2);
${OUTPUT}
}
""
end
case int_to_uvec3
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output uvec3 out0 = [ uvec3(2, 1, 0) | uvec3(1, 0, 0) | uvec3(1, 0, 0) | uvec3(3, 1, 1) | uvec3(5, 2, 1) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 / uvec3(1, 2, 3);
${OUTPUT}
}
""
end
case int_to_uvec4
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output uvec4 out0 = [ uvec4(2, 1, 0, 0) | uvec4(1, 0, 0, 0) | uvec4(1, 0, 0, 0) | uvec4(3, 1, 1, 0) | uvec4(5, 2, 1, 1) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 / uvec4(1, 2, 3, 4);
${OUTPUT}
}
""
end
case uint_to_float
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uint in0 = [ 1 | 3 | 4 | 7 | 11 ];
output float out0 = [ 0.5 | 1.5 | 2.0 | 3.5 | 5.5 ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 / 2.0;
${OUTPUT}
}
""
end
case uint_to_vec2
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uint in0 = [ 1 | 3 | 4 | 7 | 11 ];
output vec2 out0 = [ vec2(1.0, 0.5) | vec2(3.0, 1.5) | vec2(4.0, 2.0) | vec2(7.0, 3.5) | vec2(11.0, 5.5) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 / vec2(1.0, 2.0);
${OUTPUT}
}
""
end
case uint_to_vec3
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uint in0 = [ 1 | 3 | 4 | 7 | 11 ];
output vec3 out0 = [ vec3(1.0, 0.5, 0.333333333333) | vec3(3.0, 1.5, 1.0) | vec3(4.0, 2.0, 1.33333333333) | vec3(7.0, 3.5, 2.33333333333) | vec3(11.0, 5.5, 3.66666666667) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 / vec3(1.0, 2.0, 3.0);
${OUTPUT}
}
""
end
case uint_to_vec4
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uint in0 = [ 1 | 3 | 4 | 7 | 11 ];
output vec4 out0 = [ vec4(1.0, 0.5, 0.333333333333, 0.25) | vec4(3.0, 1.5, 1.0, 0.75) | vec4(4.0, 2.0, 1.33333333333, 1.0) | vec4(7.0, 3.5, 2.33333333333, 1.75) | vec4(11.0, 5.5, 3.66666666667, 2.75) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 / vec4(1.0, 2.0, 3.0, 4.0);
${OUTPUT}
}
""
end
case ivec2_to_uvec2
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ];
output uvec2 out0 = [ uvec2(1, 1) | uvec2(2, 0) | uvec2(3, 3) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 / uvec2(1, 2);
${OUTPUT}
}
""
end
case ivec2_to_vec2
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ];
output vec2 out0 = [ vec2(1.0, 1.0) | vec2(2.0, 0.5) | vec2(3.0, 3.5) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 / vec2(1.0, 2.0);
${OUTPUT}
}
""
end
case uvec2_to_vec2
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uvec2 in0 = [ uvec2(2, 3) | uvec2(4, 6) | uvec2(1, 13) ];
output vec2 out0 = [ vec2(2.0, 1.5) | vec2(4.0, 3.0) | vec2(1.0, 6.5) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 / vec2(1.0, 2.0);
${OUTPUT}
}
""
end
case ivec3_to_uvec3
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ];
output uvec3 out0 = [ uvec3(1, 1, 1) | uvec3(2, 0, 0) | uvec3(3, 3, 0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 / uvec3(1, 2, 3);
${OUTPUT}
}
""
end
case ivec3_to_vec3
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ];
output vec3 out0 = [ vec3(1.0, 1.0, 1.0) | vec3(2.0, 0.5, 0.666666666667) | vec3(3.0, 3.5, 0.666666666667) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 / vec3(1.0, 2.0, 3.0);
${OUTPUT}
}
""
end
case uvec3_to_vec3
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uvec3 in0 = [ uvec3(2, 3, 5) | uvec3(4, 6, 2) | uvec3(1, 13, 7) ];
output vec3 out0 = [ vec3(2.0, 1.5, 1.66666666667) | vec3(4.0, 3.0, 0.666666666667) | vec3(1.0, 6.5, 2.33333333333) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 / vec3(1.0, 2.0, 3.0);
${OUTPUT}
}
""
end
case ivec4_to_uvec4
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ];
output uvec4 out0 = [ uvec4(1, 1, 1, 1) | uvec4(2, 0, 0, 1) | uvec4(3, 3, 0, 1) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 / uvec4(1, 2, 3, 4);
${OUTPUT}
}
""
end
case ivec4_to_vec4
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ];
output vec4 out0 = [ vec4(1.0, 1.0, 1.0, 1.0) | vec4(2.0, 0.5, 0.666666666667, 1.5) | vec4(3.0, 3.5, 0.666666666667, 1.25) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 / vec4(1.0, 2.0, 3.0, 4.0);
${OUTPUT}
}
""
end
case uvec4_to_vec4
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uvec4 in0 = [ uvec4(2, 3, 5, 8) | uvec4(4, 6, 2, 9) | uvec4(1, 13, 7, 4) ];
output vec4 out0 = [ vec4(2.0, 1.5, 1.66666666667, 2.0) | vec4(4.0, 3.0, 0.666666666667, 2.25) | vec4(1.0, 6.5, 2.33333333333, 1.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = in0 / vec4(1.0, 2.0, 3.0, 4.0);
${OUTPUT}
}
""
end
end # div
end # input_before_literal
group literal_before_input "Literal before input"
group add "Addition"
case int_to_float
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output float out0 = [ 4.0 | 3.0 | 3.0 | 5.0 | 7.0 ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = 2.0 + in0;
${OUTPUT}
}
""
end
case int_to_uint
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output uint out0 = [ 4 | 3 | 3 | 5 | 7 ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = 2 + in0;
${OUTPUT}
}
""
end
case int_to_vec2
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output vec2 out0 = [ vec2(3.0, 4.0) | vec2(2.0, 3.0) | vec2(2.0, 3.0) | vec2(4.0, 5.0) | vec2(6.0, 7.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = vec2(1.0, 2.0) + in0;
${OUTPUT}
}
""
end
case int_to_vec3
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output vec3 out0 = [ vec3(3.0, 4.0, 5.0) | vec3(2.0, 3.0, 4.0) | vec3(2.0, 3.0, 4.0) | vec3(4.0, 5.0, 6.0) | vec3(6.0, 7.0, 8.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = vec3(1.0, 2.0, 3.0) + in0;
${OUTPUT}
}
""
end
case int_to_vec4
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output vec4 out0 = [ vec4(3.0, 4.0, 5.0, 6.0) | vec4(2.0, 3.0, 4.0, 5.0) | vec4(2.0, 3.0, 4.0, 5.0) | vec4(4.0, 5.0, 6.0, 7.0) | vec4(6.0, 7.0, 8.0, 9.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = vec4(1.0, 2.0, 3.0, 4.0) + in0;
${OUTPUT}
}
""
end
case int_to_uvec2
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output uvec2 out0 = [ uvec2(3, 4) | uvec2(2, 3) | uvec2(2, 3) | uvec2(4, 5) | uvec2(6, 7) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = uvec2(1, 2) + in0;
${OUTPUT}
}
""
end
case int_to_uvec3
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output uvec3 out0 = [ uvec3(3, 4, 5) | uvec3(2, 3, 4) | uvec3(2, 3, 4) | uvec3(4, 5, 6) | uvec3(6, 7, 8) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = uvec3(1, 2, 3) + in0;
${OUTPUT}
}
""
end
case int_to_uvec4
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output uvec4 out0 = [ uvec4(3, 4, 5, 6) | uvec4(2, 3, 4, 5) | uvec4(2, 3, 4, 5) | uvec4(4, 5, 6, 7) | uvec4(6, 7, 8, 9) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = uvec4(1, 2, 3, 4) + in0;
${OUTPUT}
}
""
end
case uint_to_float
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uint in0 = [ 1 | 3 | 4 | 7 | 11 ];
output float out0 = [ 3.0 | 5.0 | 6.0 | 9.0 | 13.0 ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = 2.0 + in0;
${OUTPUT}
}
""
end
case uint_to_vec2
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uint in0 = [ 1 | 3 | 4 | 7 | 11 ];
output vec2 out0 = [ vec2(2.0, 3.0) | vec2(4.0, 5.0) | vec2(5.0, 6.0) | vec2(8.0, 9.0) | vec2(12.0, 13.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = vec2(1.0, 2.0) + in0;
${OUTPUT}
}
""
end
case uint_to_vec3
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uint in0 = [ 1 | 3 | 4 | 7 | 11 ];
output vec3 out0 = [ vec3(2.0, 3.0, 4.0) | vec3(4.0, 5.0, 6.0) | vec3(5.0, 6.0, 7.0) | vec3(8.0, 9.0, 10.0) | vec3(12.0, 13.0, 14.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = vec3(1.0, 2.0, 3.0) + in0;
${OUTPUT}
}
""
end
case uint_to_vec4
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uint in0 = [ 1 | 3 | 4 | 7 | 11 ];
output vec4 out0 = [ vec4(2.0, 3.0, 4.0, 5.0) | vec4(4.0, 5.0, 6.0, 7.0) | vec4(5.0, 6.0, 7.0, 8.0) | vec4(8.0, 9.0, 10.0, 11.0) | vec4(12.0, 13.0, 14.0, 15.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = vec4(1.0, 2.0, 3.0, 4.0) + in0;
${OUTPUT}
}
""
end
case ivec2_to_uvec2
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ];
output uvec2 out0 = [ uvec2(2, 4) | uvec2(3, 3) | uvec2(4, 9) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = uvec2(1, 2) + in0;
${OUTPUT}
}
""
end
case ivec2_to_vec2
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ];
output vec2 out0 = [ vec2(2.0, 4.0) | vec2(3.0, 3.0) | vec2(4.0, 9.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = vec2(1.0, 2.0) + in0;
${OUTPUT}
}
""
end
case uvec2_to_vec2
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uvec2 in0 = [ uvec2(2, 3) | uvec2(4, 6) | uvec2(1, 13) ];
output vec2 out0 = [ vec2(3.0, 5.0) | vec2(5.0, 8.0) | vec2(2.0, 15.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = vec2(1.0, 2.0) + in0;
${OUTPUT}
}
""
end
case ivec3_to_uvec3
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ];
output uvec3 out0 = [ uvec3(2, 4, 6) | uvec3(3, 3, 5) | uvec3(4, 9, 5) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = uvec3(1, 2, 3) + in0;
${OUTPUT}
}
""
end
case ivec3_to_vec3
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ];
output vec3 out0 = [ vec3(2.0, 4.0, 6.0) | vec3(3.0, 3.0, 5.0) | vec3(4.0, 9.0, 5.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = vec3(1.0, 2.0, 3.0) + in0;
${OUTPUT}
}
""
end
case uvec3_to_vec3
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uvec3 in0 = [ uvec3(2, 3, 5) | uvec3(4, 6, 2) | uvec3(1, 13, 7) ];
output vec3 out0 = [ vec3(3.0, 5.0, 8.0) | vec3(5.0, 8.0, 5.0) | vec3(2.0, 15.0, 10.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = vec3(1.0, 2.0, 3.0) + in0;
${OUTPUT}
}
""
end
case ivec4_to_uvec4
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ];
output uvec4 out0 = [ uvec4(2, 4, 6, 8) | uvec4(3, 3, 5, 10) | uvec4(4, 9, 5, 9) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = uvec4(1, 2, 3, 4) + in0;
${OUTPUT}
}
""
end
case ivec4_to_vec4
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ];
output vec4 out0 = [ vec4(2.0, 4.0, 6.0, 8.0) | vec4(3.0, 3.0, 5.0, 10.0) | vec4(4.0, 9.0, 5.0, 9.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = vec4(1.0, 2.0, 3.0, 4.0) + in0;
${OUTPUT}
}
""
end
case uvec4_to_vec4
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uvec4 in0 = [ uvec4(2, 3, 5, 8) | uvec4(4, 6, 2, 9) | uvec4(1, 13, 7, 4) ];
output vec4 out0 = [ vec4(3.0, 5.0, 8.0, 12.0) | vec4(5.0, 8.0, 5.0, 13.0) | vec4(2.0, 15.0, 10.0, 8.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = vec4(1.0, 2.0, 3.0, 4.0) + in0;
${OUTPUT}
}
""
end
end # add
group sub "Subtraction"
case int_to_float
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output float out0 = [ 0.0 | 1.0 | 1.0 | -1.0 | -3.0 ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = 2.0 - in0;
${OUTPUT}
}
""
end
case int_to_vec2
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output vec2 out0 = [ vec2(-1.0, 0.0) | vec2(0.0, 1.0) | vec2(0.0, 1.0) | vec2(-2.0, -1.0) | vec2(-4.0, -3.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = vec2(1.0, 2.0) - in0;
${OUTPUT}
}
""
end
case int_to_vec3
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output vec3 out0 = [ vec3(-1.0, 0.0, 1.0) | vec3(0.0, 1.0, 2.0) | vec3(0.0, 1.0, 2.0) | vec3(-2.0, -1.0, 0.0) | vec3(-4.0, -3.0, -2.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = vec3(1.0, 2.0, 3.0) - in0;
${OUTPUT}
}
""
end
case int_to_vec4
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output vec4 out0 = [ vec4(-1.0, 0.0, 1.0, 2.0) | vec4(0.0, 1.0, 2.0, 3.0) | vec4(0.0, 1.0, 2.0, 3.0) | vec4(-2.0, -1.0, 0.0, 1.0) | vec4(-4.0, -3.0, -2.0, -1.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = vec4(1.0, 2.0, 3.0, 4.0) - in0;
${OUTPUT}
}
""
end
case uint_to_float
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uint in0 = [ 1 | 3 | 4 | 7 | 11 ];
output float out0 = [ 1.0 | -1.0 | -2.0 | -5.0 | -9.0 ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = 2.0 - in0;
${OUTPUT}
}
""
end
case uint_to_vec2
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uint in0 = [ 1 | 3 | 4 | 7 | 11 ];
output vec2 out0 = [ vec2(0.0, 1.0) | vec2(-2.0, -1.0) | vec2(-3.0, -2.0) | vec2(-6.0, -5.0) | vec2(-10.0, -9.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = vec2(1.0, 2.0) - in0;
${OUTPUT}
}
""
end
case uint_to_vec3
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uint in0 = [ 1 | 3 | 4 | 7 | 11 ];
output vec3 out0 = [ vec3(0.0, 1.0, 2.0) | vec3(-2.0, -1.0, 0.0) | vec3(-3.0, -2.0, -1.0) | vec3(-6.0, -5.0, -4.0) | vec3(-10.0, -9.0, -8.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = vec3(1.0, 2.0, 3.0) - in0;
${OUTPUT}
}
""
end
case uint_to_vec4
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uint in0 = [ 1 | 3 | 4 | 7 | 11 ];
output vec4 out0 = [ vec4(0.0, 1.0, 2.0, 3.0) | vec4(-2.0, -1.0, 0.0, 1.0) | vec4(-3.0, -2.0, -1.0, 0.0) | vec4(-6.0, -5.0, -4.0, -3.0) | vec4(-10.0, -9.0, -8.0, -7.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = vec4(1.0, 2.0, 3.0, 4.0) - in0;
${OUTPUT}
}
""
end
case ivec2_to_vec2
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ];
output vec2 out0 = [ vec2(0.0, 0.0) | vec2(-1.0, 1.0) | vec2(-2.0, -5.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = vec2(1.0, 2.0) - in0;
${OUTPUT}
}
""
end
case uvec2_to_vec2
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uvec2 in0 = [ uvec2(2, 3) | uvec2(4, 6) | uvec2(1, 13) ];
output vec2 out0 = [ vec2(-1.0, -1.0) | vec2(-3.0, -4.0) | vec2(0.0, -11.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = vec2(1.0, 2.0) - in0;
${OUTPUT}
}
""
end
case ivec3_to_vec3
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ];
output vec3 out0 = [ vec3(0.0, 0.0, 0.0) | vec3(-1.0, 1.0, 1.0) | vec3(-2.0, -5.0, 1.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = vec3(1.0, 2.0, 3.0) - in0;
${OUTPUT}
}
""
end
case uvec3_to_vec3
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uvec3 in0 = [ uvec3(2, 3, 5) | uvec3(4, 6, 2) | uvec3(1, 13, 7) ];
output vec3 out0 = [ vec3(-1.0, -1.0, -2.0) | vec3(-3.0, -4.0, 1.0) | vec3(0.0, -11.0, -4.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = vec3(1.0, 2.0, 3.0) - in0;
${OUTPUT}
}
""
end
case ivec4_to_vec4
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ];
output vec4 out0 = [ vec4(0.0, 0.0, 0.0, 0.0) | vec4(-1.0, 1.0, 1.0, -2.0) | vec4(-2.0, -5.0, 1.0, -1.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = vec4(1.0, 2.0, 3.0, 4.0) - in0;
${OUTPUT}
}
""
end
case uvec4_to_vec4
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uvec4 in0 = [ uvec4(2, 3, 5, 8) | uvec4(4, 6, 2, 9) | uvec4(1, 13, 7, 4) ];
output vec4 out0 = [ vec4(-1.0, -1.0, -2.0, -4.0) | vec4(-3.0, -4.0, 1.0, -5.0) | vec4(0.0, -11.0, -4.0, 0.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = vec4(1.0, 2.0, 3.0, 4.0) - in0;
${OUTPUT}
}
""
end
end # sub
group mul "Multiplication"
case int_to_float
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output float out0 = [ 4.0 | 2.0 | 2.0 | 6.0 | 10.0 ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = 2.0 * in0;
${OUTPUT}
}
""
end
case int_to_uint
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output uint out0 = [ 4 | 2 | 2 | 6 | 10 ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = 2 * in0;
${OUTPUT}
}
""
end
case int_to_vec2
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output vec2 out0 = [ vec2(2.0, 4.0) | vec2(1.0, 2.0) | vec2(1.0, 2.0) | vec2(3.0, 6.0) | vec2(5.0, 10.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = vec2(1.0, 2.0) * in0;
${OUTPUT}
}
""
end
case int_to_vec3
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output vec3 out0 = [ vec3(2.0, 4.0, 6.0) | vec3(1.0, 2.0, 3.0) | vec3(1.0, 2.0, 3.0) | vec3(3.0, 6.0, 9.0) | vec3(5.0, 10.0, 15.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = vec3(1.0, 2.0, 3.0) * in0;
${OUTPUT}
}
""
end
case int_to_vec4
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output vec4 out0 = [ vec4(2.0, 4.0, 6.0, 8.0) | vec4(1.0, 2.0, 3.0, 4.0) | vec4(1.0, 2.0, 3.0, 4.0) | vec4(3.0, 6.0, 9.0, 12.0) | vec4(5.0, 10.0, 15.0, 20.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = vec4(1.0, 2.0, 3.0, 4.0) * in0;
${OUTPUT}
}
""
end
case int_to_uvec2
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output uvec2 out0 = [ uvec2(2, 4) | uvec2(1, 2) | uvec2(1, 2) | uvec2(3, 6) | uvec2(5, 10) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = uvec2(1, 2) * in0;
${OUTPUT}
}
""
end
case int_to_uvec3
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output uvec3 out0 = [ uvec3(2, 4, 6) | uvec3(1, 2, 3) | uvec3(1, 2, 3) | uvec3(3, 6, 9) | uvec3(5, 10, 15) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = uvec3(1, 2, 3) * in0;
${OUTPUT}
}
""
end
case int_to_uvec4
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input int in0 = [ 2 | 1 | 1 | 3 | 5 ];
output uvec4 out0 = [ uvec4(2, 4, 6, 8) | uvec4(1, 2, 3, 4) | uvec4(1, 2, 3, 4) | uvec4(3, 6, 9, 12) | uvec4(5, 10, 15, 20) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = uvec4(1, 2, 3, 4) * in0;
${OUTPUT}
}
""
end
case uint_to_float
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uint in0 = [ 1 | 3 | 4 | 7 | 11 ];
output float out0 = [ 2.0 | 6.0 | 8.0 | 14.0 | 22.0 ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = 2.0 * in0;
${OUTPUT}
}
""
end
case uint_to_vec2
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uint in0 = [ 1 | 3 | 4 | 7 | 11 ];
output vec2 out0 = [ vec2(1.0, 2.0) | vec2(3.0, 6.0) | vec2(4.0, 8.0) | vec2(7.0, 14.0) | vec2(11.0, 22.0) ];
}
both ""
#version 310 es
precision highp float;
${DECLARATIONS}
void main()
{
${SETUP}
out0 = vec2(1.0, 2.0) * in0;
${OUTPUT}
}
""
end
case uint_to_vec3
version 310 es
require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment }
values
{
input uint in0 = [ 1 | 3 | 4 | 7 | 11 ];
output vec3 out0 = [ vec3(1.0, 2.0, 3.0) | vec3(3.0, 6.0, 9.0) | vec3(