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# 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.
[require]
GLSL >= 1.20
[vertex shader passthrough]
[fragment shader]
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);
}
[test]
draw rect -1 -1 2 2
probe all rgba 1 1 1 1
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