63 lines
1.2 KiB
GLSL
63 lines
1.2 KiB
GLSL
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out vec4 sk_FragColor;
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uniform vec4 colorGreen;
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struct S {
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float f;
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float af[5];
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vec4 h4;
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vec4 ah4[5];
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};
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vec4 globalVar;
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S globalStruct;
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void keepAlive_vh(inout float h) {
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}
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void keepAlive_vf(inout float f) {
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}
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void keepAlive_vi(inout int i) {
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}
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vec4 main() {
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int i;
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i = 0;
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ivec4 i4;
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i4 = ivec4(1, 2, 3, 4);
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mat3 f3x3;
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f3x3 = mat3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0);
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vec4 x;
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x.w = 0.0;
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x.yx = vec2(0.0);
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int ai[1];
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ai[0] = 0;
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ivec4 ai4[1];
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ai4[0] = ivec4(1, 2, 3, 4);
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mat3 ah3x3[1];
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ah3x3[0] = mat3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0);
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vec4 af4[1];
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af4[0].x = 0.0;
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af4[0].ywxz = vec4(1.0);
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S s;
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s.f = 0.0;
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s.af[1] = 0.0;
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s.h4.zxy = vec3(9.0);
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s.ah4[2].yw = vec2(5.0);
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globalVar = vec4(0.0);
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globalStruct.f = 0.0;
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float l;
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l = 0.0;
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ai[0] += ai4[0].x;
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s.f = 1.0;
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s.af[0] = 2.0;
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s.h4 = vec4(1.0);
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s.ah4[0] = vec4(2.0);
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keepAlive_vf(af4[0].x);
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keepAlive_vh(ah3x3[0][0].x);
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keepAlive_vi(i);
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keepAlive_vi(i4.y);
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keepAlive_vi(ai[0]);
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keepAlive_vi(ai4[0].x);
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keepAlive_vh(x.y);
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keepAlive_vf(s.f);
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keepAlive_vh(l);
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keepAlive_vf(f3x3[0].x);
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return colorGreen;
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}
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