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93
externals/glslang/Test/spv.130.frag
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93
externals/glslang/Test/spv.130.frag
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#version 140
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#extension GL_ARB_texture_gather : enable
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vec3 a;
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float b;
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in vec4 i;
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out vec4 o;
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out ivec3 io;
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out uvec4 uo;
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flat in float fflat;
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smooth in float fsmooth;
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noperspective in float fnop;
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uniform samplerCube sampC;
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#extension GL_ARB_texture_rectangle : enable
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uniform sampler2D samp2D;
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uniform sampler2DShadow samp2DS;
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uniform sampler2DRect samp2DR;
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uniform sampler2DArray samp2DA;
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void bar3()
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{
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o += textureGatherOffset(samp2D, vec2(0.3), ivec2(1));
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o += textureGatherOffset(samp2DA, vec3(0.3), ivec2(1));
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}
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#extension GL_ARB_gpu_shader5 : enable
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void bar4()
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{
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o += textureGatherOffset(samp2DR, vec2(0.3), ivec2(1));
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o += textureGatherOffset(samp2DS, vec2(0.3), 1.3, ivec2(1));
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o += textureGatherOffset(samp2D, vec2(0.3), ivec2(1), 2);
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}
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#extension GL_ARB_texture_cube_map_array : enable
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uniform samplerCubeArray Sca;
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uniform isamplerCubeArray Isca;
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uniform usamplerCubeArray Usca;
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uniform samplerCubeArrayShadow Scas;
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void bar5()
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{
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io = textureSize(Sca, 3);
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o += texture(Sca, i);
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io += texture(Isca, i, 0.7).xyz;
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uo = texture(Usca, i);
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o += textureLod(Sca, i, 1.7);
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a = textureSize(Scas, 3);
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float f = texture(Scas, i, i.y);
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ivec4 c = textureGrad(Isca, i, vec3(0.1), vec3(0.2));
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o += vec4(a, f + c);
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}
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#extension GL_ARB_shading_language_420pack : enable
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const int ai[3] = { 10, 23, 32 };
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uniform layout(binding=0) sampler2D bounds;
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void bar6()
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{
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mat4x3 m43;
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float a1 = m43[3].y;
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//int a2 = m43.length(); // ERROR until shading_language_420pack is fully implemented
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const float b = 2 * a1;
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//a.x = gl_MinProgramTexelOffset + gl_MaxProgramTexelOffset; // ERROR until shading_language_420pack is fully implemented
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}
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#extension GL_ARB_texture_rectangle : enable
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#extension GL_ARB_shader_texture_lod : require
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uniform sampler2D s2D;
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uniform sampler2DRect s2DR;
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uniform sampler2DRectShadow s2DRS;
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uniform sampler1D s1D;
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uniform sampler2DShadow s2DS;
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void main()
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{
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o = textureGather(sampC, vec3(0.2));
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o.y = gl_ClipDistance[3];
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bar3();
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bar4();
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bar5();
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bar6();
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}
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