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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 const float FloatConst1 = 3.0 * 8.0, floatConst2 = 4.0; |
| 27 const bool BoolConst1 = true && true || false; |
| 28 const bool BoolConst2 = false || !false && false; |
| 29 |
| 30 void main (void) |
| 31 { |
| 32 float float1 = 4.0, float2 = floatConst2; |
| 33 int int_1 = int(FloatConst1); |
| 34 vec4 vec4_1; |
| 35 vec3 vec3_1 = vec3(1, 1, 1); |
| 36 vec3 vec3_2 = vec3(0, 0, 0); |
| 37 // unsigned int unsigned_int_1; |
| 38 bool bool4, bool5; |
| 39 |
| 40 bool4 = bool5; |
| 41 //float1 = bool5; |
| 42 //bool5 = float1; |
| 43 |
| 44 bool4 = 4 > 5; |
| 45 bool4 = !(3.2 != 0.0); |
| 46 bool4 = bool(float1); |
| 47 bool4 = bool(int_1); |
| 48 float1 = float(bool4); |
| 49 float1 = float(int_1); |
| 50 int_1 = int(float1); |
| 51 int_1 = int(bool4); |
| 52 |
| 53 { |
| 54 int a, b, c; |
| 55 |
| 56 a = b; |
| 57 b = c; |
| 58 { |
| 59 int b, c, d; |
| 60 |
| 61 b = c; |
| 62 c = d; |
| 63 { |
| 64 int a, d, e; |
| 65 |
| 66 a = d; |
| 67 d = e; |
| 68 } |
| 69 { |
| 70 int a, b, c; |
| 71 a = b; |
| 72 b = c; |
| 73 } |
| 74 } |
| 75 a = b; |
| 76 b = c; |
| 77 } |
| 78 |
| 79 { |
| 80 float f1, f2; |
| 81 vec3 v31, v32; |
| 82 |
| 83 max(f1, f2); |
| 84 max(v31, v32); |
| 85 |
| 86 vec4 v4 = vec4(3.0); |
| 87 vec3 v3 = -vec3(2.0, 1.0, 3.0); |
| 88 mat2 m2 = mat2(3.0, 4.0, 6.0, 3.0); |
| 89 //mat4 m4 = mat4(1.0, m2, v3, v4, m2); |
| 90 } |
| 91 |
| 92 if (BoolConst1) |
| 93 ++vec3_1; |
| 94 else |
| 95 --vec3_1; |
| 96 |
| 97 if (BoolConst2) |
| 98 ++vec3_1; |
| 99 else |
| 100 --vec3_1; |
| 101 |
| 102 if (BoolConst1 || BoolConst2) |
| 103 ++vec3_1; |
| 104 else |
| 105 --vec3_1; |
| 106 |
| 107 if (BoolConst2 && BoolConst1) |
| 108 ++vec3_1; |
| 109 else |
| 110 --vec3_1; |
| 111 |
| 112 if (FloatConst1 != 0.0) |
| 113 --int_1; |
| 114 else |
| 115 ++int_1; |
| 116 |
| 117 if (0 != 0) |
| 118 ++int_1; |
| 119 else |
| 120 --int_1; |
| 121 |
| 122 bool4 = BoolConst1 && ! (int_1 != 0) && ! BoolConst1 && ! (FloatConst1 != 0
.0) && (FloatConst1 != 0.0) && (float1 != 0.0); |
| 123 |
| 124 float1 = 5 != 0 ? float1 : float(int_1); |
| 125 float1 = BoolConst1 ? float1 : float(int_1); |
| 126 |
| 127 if (float1 != float1) |
| 128 ++int_1; |
| 129 else |
| 130 --int_1; |
| 131 |
| 132 float1 = float1 != float1 ? float1 : float(int_1); |
| 133 |
| 134 --int_1; |
| 135 ++float1; |
| 136 (vec4_1.x)--; |
| 137 vec3_1++; |
| 138 |
| 139 if (vec3_1.x > vec3_2.x) |
| 140 float1 = 4.0 + 6.0; |
| 141 |
| 142 if (bool4 ^^ bool5) |
| 143 float1 *= 2.4; |
| 144 |
| 145 if (false ^^ false) |
| 146 float1 *= 2.5; |
| 147 |
| 148 if (true ^^ false) |
| 149 float1 *= 2.6; |
| 150 |
| 151 { |
| 152 int i; |
| 153 } |
| 154 |
| 155 if (bool4) { |
| 156 int i; |
| 157 } else { |
| 158 int i; |
| 159 i = 5; |
| 160 } |
| 161 |
| 162 mat4 m1; |
| 163 m1[2][1] = 4.0; |
| 164 |
| 165 gl_Position = vec4(float1+float1, float1, float1, float(int_1)); |
| 166 } |
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