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151
externals/glslang/Test/constFold.frag
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151
externals/glslang/Test/constFold.frag
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#version 430
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const int a = 1;
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const int b = 2;
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const int c = a + b; // 3
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const int d = c - a; // 2
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const float e = float(d); // 2.0
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const float f = e * float(c); // 6.0
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const float g = f / float(d); // 3.0
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const vec2 pytho = vec2(3.0, 4.0);
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in vec4 inv;
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out vec4 FragColor;
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out vec2 out2;
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out vec4 out3;
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out vec4 out4;
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out ivec4 out5;
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out vec3 out6;
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out vec4 out7;
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out vec4 out8;
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out vec4 out9;
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out vec4 out10;
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out vec4 out11;
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out ivec2 out12;
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out uvec3 out13;
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void main()
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{
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vec4 dx = dFdx(inv);
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const ivec4 v = ivec4(a, b, c, d);
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vec4 array2[v.y]; // 2
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const ivec4 u = ~v;
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const float h = degrees(g); // 171.88
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FragColor = vec4(e, f, g, h); // 2, 6, 3, 171.88
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vec4 array3[c]; // 3
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vec4 arrayMax[int(max(float(array2.length()), float(array3.length())))];
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vec4 arrayMin[int(min(float(array2.length()), float(array3.length())))];
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FragColor = vec4(arrayMax.length(), arrayMin.length(), sin(3.14), cos(3.14)); // 3, 2, .00159, -.999
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out2 = length(pytho) + normalize(pytho) + dFdx(pytho) + dFdy(pytho) + fwidth(pytho); // 5+3/5, 5+4/5
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out3 = vec4(exp(3.0), log(10.0), exp2(4.0), log2(256.0)); // 20.08, 2.3, 16, 8
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out4 = vec4(sqrt(100.0), inversesqrt(100.0), abs(-4.7), abs(10.9)); // 10, .1, 4.7, 10.9
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out5 = ivec4(abs(-8) + sign(0), abs(17), sign(-12), sign(9)); // 8, 17, -1, 1
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out6 = vec3(sign(-8.8), sign(18.0), sign(0.0)); // -1.0, 1.0, 0.0
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out7 = vec4(floor(4.2), ceil(-4.1), trunc(5.9), trunc(-5.9)); // 4, -4, 5, -5
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out8 = vec4(round(4.4), round(4.6), roundEven(4.5), roundEven(-5.5)); // 4, 5, 4, -6
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out9 = vec4(roundEven(7.5), roundEven(-4.5), fract(2.345), fract(-2.6)); // 8, -4, .345, 0.4
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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
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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
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out11 = vec4(tan(0.8), atan(1.029), atan(8.0, 10.0), atan(10000.0)); // 1.029, 0.8, 0.6747, 1.57
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out11 = vec4(asin(0.0), asin(0.5), acos(0.0), acos(0.5)); // 0.0, .523599, 1.57, 1.047
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const vec4 v1 = vec4(1.0, 0.0, 0.5, -0.2);
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const vec4 v2 = vec4(0.2, 0.3, 0.4, 0.5);
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out11 = atan(v1, v2); // 1.373401, 0.0, 0.896055, -0.380506
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const ivec2 v3 = ivec2(15.0, 17.0);
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const ivec2 v4 = ivec2(17.0, 15.0);
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out12 = min(v3, 16); // 15, 16
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out12 = max(v3, v4); // 17, 17
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out2 = pow(vec2(v3), vec2(2.5, 3.0)); // 871.4, 4913
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out13 = clamp(uvec3(1, 20, 50), 10u, 30u); // 10, 20, 30
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out2 = mix(vec2(3.0, 4.0), vec2(5.0, 6.0), bvec2(false, true)); // 3.0, 6.0
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out2 = mix(vec2(3.0, 4.0), vec2(5.0, 6.0), 0.25); // 3.5, 4.5
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out2 = step(0.5, vec2(0.2, 0.6)); // 0.0, 1.0
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out11 = smoothstep(50.0, 60.0, vec4(40.0, 51.0, 55.0, 70.0)); // 0.0, 0.028, 0.5, 1.0
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}
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const struct S {
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vec3 v3;
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ivec2 iv2;
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mat2x4 m;
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} 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));
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void foo()
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{
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float a[s.iv2.y]; // 3 element array
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a[0] = s.m[1].z; // 7.0
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b % 0; // int
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b / 0;
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e / 0; -e / 0; 0.0 / 0.0;
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const uint ua = 5;
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const uvec2 ub = uvec2(6, 7);
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const uint uc = 8;
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ub % 4u;
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0u % uc;
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ub % 0u;
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}
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const mat2 m2 = mat2(2, 3, 4, 5);
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const mat3 m3 = mat3(m2);
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const int mc = int(m3[2][2]);
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float a1[mc];
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float a2[int(m3[2][1]) + 2]; // size 2
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float a3[int(m3[1][0])]; // size 4
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const vec2 v2 = vec2(1, 2);
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const vec3 v3 = vec3(3, 4, 5);
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float a4[uint(mat3(v2, v3, v2, v2)[2][2])]; // size 2
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void foo2()
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{
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a1[0]; // array size 1
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a2[0]; // array size 2
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a3[0]; // array size 4
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a4[0]; // array size 2
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v2[-1]; // ERROR
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v3[4]; // ERROR
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m3[0][-2]; // ERROR
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m2[-1][1]; // ERROR
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m3[1][3]; // ERROR
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m3[3][1]; // ERROR
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int p;
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p = -2147483647 / -1;
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p = -2147483648 / -1;
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p = 2147483647 / -1;
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float f = vec4(7.8 < 2.4 ? -1.333 : 1.444).a;
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f = vec4(inv.x < 2.4 ? -1.0 : 1.0).a; // not folded, ensuring no propagation
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}
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const mat2 mm2 = mat2(1.0, 2.0, 3.0, 4.0);
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const mat3x2 mm32 = mat3x2(10.0, 11.0, 12.0, 13.0, 14.0, 15.0);
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const mat2 m22 = mat2(vec4(1.0, 2.0, 3.0, 4.0));
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const mat3x4 mm34 = mat3x4(7.0);
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const vec4 mv4 = vec4(m22);
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void foo3()
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{
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mat3x2 r32 = mm2 * mm32;
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}
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struct cag {
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int i;
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float f;
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bool b;
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};
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const cag a0[3] = cag[3](cag(3, 2.0, true), cag(1, 5.0, true), cag(1, 9.0, false));
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void foo4()
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{
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int a = int(a0[2].f);
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}
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const bool cval1 = all(bvec4(true, true, true, true));
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const bool cval2 = all(bvec4(false, false, false, false));
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const bool cval3 = all(bvec4(true, true, false, true));
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const bool cval4 = any(bvec4(true, true, true, true));
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const bool cval5 = any(bvec4(false, false, false, false));
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const bool cval6 = any(bvec4(false, true, false, false));
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