blob: 594afd9409f322a3525d120a4a349f67bbcec4da [file] [log] [blame]
/*
** Copyright (c) 2012 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 color;
void qualifiers(in float a[4], out float b[4], inout float c[4], const in float d[4], float e[4])
{
b[0] = a[0];
c[0] += d[0];
a[0] += 1.0;
e[0] += 1.0;
b[1] = a[1];
c[1] += d[1];
a[1] += 1.0;
e[1] += 1.0;
b[2] = a[2];
c[2] += d[2];
a[2] += 1.0;
e[2] += 1.0;
b[3] = a[3];
c[3] += d[3];
a[3] += 1.0;
e[3] += 1.0;
}
void main (void)
{
float a[4];
float b[4];
float c[4];
float d[4];
float e[4];
float q = 0.0;
float q2 = 0.0;
a[0] = 1.0;
b[0] = 2.0;
c[0] = 3.0;
d[0] = 4.0;
e[0] = 1.0;
a[1] = 1.0;
b[1] = 2.0;
c[1] = 3.0;
d[1] = 4.0;
e[1] = 1.0;
a[2] = 1.0;
b[2] = 2.0;
c[2] = 3.0;
d[2] = 4.0;
e[2] = 1.0;
a[3] = 1.0;
b[3] = 2.0;
c[3] = 3.0;
d[3] = 4.0;
e[3] = 1.0;
qualifiers(a, b, c, d, e);
// randomly test a value
if(a[0] == 1.0) q += 1.0;
if(b[1] == 1.0) q += 2.0;
if(c[2] == 7.0) q += 4.0;
if(d[3] == 4.0) q2 += 1.0;
if(e[0] == 1.0) q2 += 2.0;
gl_FragColor = vec4(vec2(q / 7.0, q2 / 3.0), 1.0, 1.0);
}