| |
| /* |
| Copyright (c) 2019 The Khronos Group Inc. |
| Use of this source code is governed by an MIT-style license that can be |
| found in the LICENSE.txt file. |
| */ |
| |
| |
| const float FloatConst1 = 3.0 * 8.0, floatConst2 = 4.0; |
| const bool BoolConst1 = true && true || false; |
| const bool BoolConst2 = false || !false && false; |
| |
| void main (void) |
| { |
| float float1 = 4.0, float2 = floatConst2; |
| int int_1 = int(FloatConst1); |
| vec4 vec4_1; |
| vec3 vec3_1 = vec3(1, 1, 1); |
| vec3 vec3_2 = vec3(0, 0, 0); |
| // unsigned int unsigned_int_1; |
| bool bool4, bool5; |
| |
| bool4 = bool5; |
| //float1 = bool5; |
| //bool5 = float1; |
| |
| bool4 = 4 > 5; |
| bool4 = !(3.2 != 0.0); |
| bool4 = bool(float1); |
| bool4 = bool(int_1); |
| float1 = float(bool4); |
| float1 = float(int_1); |
| int_1 = int(float1); |
| int_1 = int(bool4); |
| |
| { |
| int a, b, c; |
| |
| a = b; |
| b = c; |
| { |
| int b, c, d; |
| |
| b = c; |
| c = d; |
| { |
| int a, d, e; |
| |
| a = d; |
| d = e; |
| } |
| { |
| int a, b, c; |
| a = b; |
| b = c; |
| } |
| } |
| a = b; |
| b = c; |
| } |
| |
| { |
| float f1, f2; |
| vec3 v31, v32; |
| |
| max(f1, f2); |
| max(v31, v32); |
| |
| vec4 v4 = vec4(3.0); |
| vec3 v3 = -vec3(2.0, 1.0, 3.0); |
| mat2 m2 = mat2(3.0, 4.0, 6.0, 3.0); |
| //mat4 m4 = mat4(1.0, m2, v3, v4, m2); |
| } |
| |
| if (BoolConst1) |
| ++vec3_1; |
| else |
| --vec3_1; |
| |
| if (BoolConst2) |
| ++vec3_1; |
| else |
| --vec3_1; |
| |
| if (BoolConst1 || BoolConst2) |
| ++vec3_1; |
| else |
| --vec3_1; |
| |
| if (BoolConst2 && BoolConst1) |
| ++vec3_1; |
| else |
| --vec3_1; |
| |
| if (FloatConst1 != 0.0) |
| --int_1; |
| else |
| ++int_1; |
| |
| if (0 != 0) |
| ++int_1; |
| else |
| --int_1; |
| |
| bool4 = BoolConst1 && ! (int_1 != 0) && ! BoolConst1 && ! (FloatConst1 != 0.0) && (FloatConst1 != 0.0) && (float1 != 0.0); |
| |
| float1 = 5 != 0 ? float1 : float(int_1); |
| float1 = BoolConst1 ? float1 : float(int_1); |
| |
| if (float1 != float1) |
| ++int_1; |
| else |
| --int_1; |
| |
| float1 = float1 != float1 ? float1 : float(int_1); |
| |
| --int_1; |
| ++float1; |
| (vec4_1.x)--; |
| vec3_1++; |
| |
| if (vec3_1.x > vec3_2.x) |
| float1 = 4.0 + 6.0; |
| |
| if (bool4 ^^ bool5) |
| float1 *= 2.4; |
| |
| if (false ^^ false) |
| float1 *= 2.5; |
| |
| if (true ^^ false) |
| float1 *= 2.6; |
| |
| { |
| int i; |
| } |
| |
| if (bool4) { |
| int i; |
| } else { |
| int i; |
| i = 5; |
| } |
| |
| mat4 m1; |
| m1[2][1] = 4.0; |
| |
| gl_Position = vec4(float1+float1, float1, float1, float(int_1)); |
| } |