1#version 130
2
3lowp vec3 a;
4mediump float b;
5highp int c;
6
7precision highp float;
8
9in vec4 i;
10out vec4 o;
11
12flat in float fflat;
13smooth in float fsmooth;
14noperspective in float fnop;
15
16void main()
17{
18    float clip = gl_ClipDistance[3];
19}
20
21uniform samplerCube sampC;
22
23void foo()
24{
25    vec4 s = textureGather(sampC, vec3(0.2));
26}
27
28#extension GL_ARB_texture_gather : enable
29
30void bar()
31{
32    vec4 s = textureGather(sampC, vec3(0.2));
33}
34
35flat in vec3 gl_Color;     // ERROR, type
36in vec4 gl_Color;
37flat in vec4 gl_Color;
38flat in vec4 gl_Color[2];  // ERROR, array
39vec4 gl_Color;             // ERROR, storage
40
41#extension GL_ARB_texture_gather : warn
42
43void bar2()
44{
45    vec4 s = textureGather(sampC, vec3(0.2));
46
47    uvec3 uv3;
48    bvec3 b3;
49    b3 = lessThan(uv3, uv3);
50    b3 = equal(uv3, uv3);
51    const bvec2 bl1 = greaterThanEqual(uvec2(2, 3), uvec2(3,3));
52    const bvec2 bl2 = equal(uvec2(2, 3), uvec2(3,3));
53    const bvec2 bl3 = equal(bl1, bl2);  // yes, equal
54    int a1[int(bl3.x)];
55    int a2[int(bl3.y)];
56    a1[0];  // size 1
57    a2[0];  // size 1
58    const bvec4 bl4 = notEqual(greaterThan(uvec4(1,2,3,4), uvec4(0,2,0,6)), lessThanEqual(uvec4(7,8,9,10), uvec4(6, 8, 0, 11)));  // compare (t,f,t,f) with (f,t,f,t)
59    int a3[int(bl4.x)+int(bl4.y)+int(bl4.z)+int(bl4.w)];
60    a3[3];  // size 4
61    b3 != b3;
62    b3 < b3;                   // ERROR
63    uv3 > uv3;                 // ERROR
64    uvec2(2, 3) >= uvec2(3,3); // ERROR
65    int(bl4) <= int(bl4);      // true
66    int(bl4.x) > int(bl4.y);   // false
67}
68
69#extension GL_ARB_texture_gather : enable
70#extension GL_ARB_texture_rectangle : enable
71
72uniform sampler2D samp2D;
73uniform sampler2DShadow samp2DS;
74uniform sampler2DRect samp2DR;
75uniform sampler2DArray samp2DA;
76
77void bar23()
78{
79    vec4 s;
80    s = textureGatherOffset(sampC, vec3(0.3), ivec2(1));        // ERROR
81    s = textureGatherOffset(samp2DR, vec2(0.3), ivec2(1));      // ERROR
82    s = textureGatherOffset(samp2D, vec2(0.3), ivec2(1));
83    s = textureGatherOffset(samp2DA, vec3(0.3), ivec2(1));
84    s = textureGatherOffset(samp2DS, vec2(0.3), 1.3, ivec2(1)); // ERROR
85    s = textureGatherOffset(samp2D, vec2(0.3), ivec2(1), 2);    // ERROR
86}
87
88#extension GL_ARB_gpu_shader5 : enable
89
90void bar234()
91{
92    vec4 s;
93    s = textureGatherOffset(samp2D, vec2(0.3), ivec2(1));
94    s = textureGatherOffset(samp2DA, vec3(0.3), ivec2(1));
95    s = textureGatherOffset(samp2DR, vec2(0.3), ivec2(1));
96    s = textureGatherOffset(samp2DS, vec2(0.3), 1.3, ivec2(1));
97    s = textureGatherOffset(samp2D, vec2(0.3), ivec2(1), 2);
98}
99
100#extension GL_ARB_texture_cube_map_array : enable
101
102uniform  samplerCubeArray Sca;
103uniform isamplerCubeArray Isca;
104uniform usamplerCubeArray Usca;
105uniform samplerCubeArrayShadow Scas;
106
107void bar235()
108{
109    ivec3 a = textureSize(Sca, 3);
110    vec4 b = texture(Sca, i);
111    ivec4 c = texture(Isca, i, 0.7);
112    uvec4 d = texture(Usca, i);
113
114    b = textureLod(Sca, i, 1.7);
115    a = textureSize(Scas, a.x);
116    float f = texture(Scas, i, b.y);
117    c = textureGrad(Isca, i, vec3(0.1), vec3(0.2));
118}
119
120int \
121    x;  // ERROR until 420pack is turned on
122
123#extension GL_ARB_shading_language_420pack : enable
124
125const int ai[3] = { 10, 23, 32 };
126layout(binding=0) uniform blockname { int a; } instanceName;  // ERROR
127uniform layout(binding=0) sampler2D bounds;
128
129void bar23444()
130{
131    mat4x3 m43;  \
132    float a1 = m43[3].y;
133    vec3 v3;
134    int a2 = m43.length();
135    a2 += m43[1].length();
136    a2 += v3.length();
137    const float b = 2 * a1;
138    a.x = gl_MinProgramTexelOffset + gl_MaxProgramTexelOffset;
139    bool boolb;
140    boolb.length();     // ERROR
141    m43[3][1].length(); // ERROR
142    v3.length;          // ERROR
143    v3.length(b);       // ERROR
144}
145
146in float gl_FogFragCoord;
147
148#extension GL_ARB_separate_shader_objects : enable
149
150in float gl_FogFragCoord;
151in int gl_FogFragCoord;    // ERROR
152
153layout(early_fragment_tests) in;         // ERROR
154layout(r32i) uniform iimage2D iimg2Dbad; // ERROR
155
156#extension GL_ARB_shader_image_load_store : enable
157
158layout(early_fragment_tests) in;
159
160layout(r32i) uniform iimage2D iimg2D;
161
162void qux2()
163{
164    int i;
165    imageAtomicCompSwap(iimg2D, ivec2(i,i), i, i);
166    ivec4 pos = imageLoad(iimg2D, ivec2(i,i));
167}
168
169layout(early_fragment_tests) out;         // ERROR
170