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Side by Side Diff: conformance/ogles/GL/build/CorrectConstFolding1_vert.vert

Issue 41993002: Add ToT WebGL conformance tests : part 9 (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/deps/third_party/webgl/sdk/tests/
Patch Set: Created 7 years, 2 months ago
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1
2 /*
3 ** Copyright (c) 2012 The Khronos Group Inc.
4 **
5 ** Permission is hereby granted, free of charge, to any person obtaining a
6 ** copy of this software and/or associated documentation files (the
7 ** "Materials"), to deal in the Materials without restriction, including
8 ** without limitation the rights to use, copy, modify, merge, publish,
9 ** distribute, sublicense, and/or sell copies of the Materials, and to
10 ** permit persons to whom the Materials are furnished to do so, subject to
11 ** the following conditions:
12 **
13 ** The above copyright notice and this permission notice shall be included
14 ** in all copies or substantial portions of the Materials.
15 **
16 ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
17 ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
18 ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
19 ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
20 ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
21 ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
22 ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
23 */
24
25
26 void main()
27 {
28
29 const struct s2 {
30 int i;
31 vec3 v3;
32 bvec4 bv4;
33 } s22 = s2(8, vec3(9, 10, 11), bvec4(true, false, true, false));
34
35 struct s4 {
36 int ii;
37 vec4 v4;
38 };
39
40 const struct s1 {
41 s2 ss;
42 int i;
43 float f;
44 mat4 m;
45 s4 s44;
46 } s11 = s1(s22, 2, 4.0, mat4(5), s4(6, vec4(7, 8, 9, 10))) ;
47
48 const int field3 = s11.i * s11.ss.i; // constant folding (int * int)
49 const vec4 field4 = s11.s44.v4 * s11.s44.v4; // constant folding (vec4 * vec4)
50 // 49, 64, 81, 100
51 const vec4 v4 = vec4(s11.ss.v3.y, s11.m[3][3], field3, field4[2]); // 10.0, 5 .0, 16.0, 81.0
52 gl_Position = v4;
53 }
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