3 layout(std140, row_major) uniform nameless {
\r
7 vec4 anonDeadMember2;
\r
9 int scalarBeforeArray;
\r
10 float floatArray[5];
\r
11 int scalarAfterArray;
\r
15 layout(std140, column_major) uniform c_nameless {
\r
18 int c_scalarAfterm23;
\r
19 vec4 c_anonDeadMember2;
\r
23 layout(std140) uniform named {
\r
36 layout(std140) uniform namelessdead {
\r
40 layout(std140) uniform namedDead {
\r
59 layout(std140) uniform nested {
\r
63 layout(std140) uniform nested2 {
\r
64 vec4 padding; // offset 0, size 16
\r
65 N3 a; // offset 16, size 32
\r
66 N1 b[4]; // offset 48, size 64
\r
67 N1 c[2]; // offset 112, size 32
\r
68 N1 d[4]; // offset 144, size 64
\r
80 uniform float ufDead3;
\r
81 uniform float ufDead4;
\r
83 uniform writeonly uimage2D image_ui2D;
\r
84 uniform sampler2D sampler_2D;
\r
85 uniform sampler2DMSArray sampler_2DMSArray;
\r
87 uniform mat2 dm22[10];
\r
105 in float attributeFloat;
\r
106 layout(location = 2) in vec2 attributeFloat2;
\r
107 in vec3 attributeFloat3;
\r
108 in vec4 attributeFloat4;
\r
109 in mat4 attributeMat4;
\r
111 uniform deep3 deepA[2], deepB[2], deepC[3], deepD[2];
\r
113 const bool control = true;
\r
115 void deadFunction()
\r
117 vec3 v3 = ablock.deadMember1;
\r
118 vec4 v = anonDeadMember2;
\r
122 void liveFunction2()
\r
124 vec3 v = anonMember1;
\r
128 void liveFunction1(writeonly uimage2D p_ui2D, sampler2D p_2D, sampler2DMSArray p_2DMSArray)
\r
133 vec4 v = ablock.member3;
\r
146 float runtimeArray[];
\r
156 float runtimeArray[];
\r
164 struct VertexInfo {
\r
169 struct TriangleInfo {
\r
173 buffer VertexCollection {
\r
182 liveFunction1(image_ui2D, sampler_2D, sampler_2DMSArray);
\r
195 f = m23[1].y + scalarAfterm23;
\r
196 f = c_m23[1].y + c_scalarAfterm23;
\r
197 f += scalarBeforeArray;
\r
198 f += floatArray[2];
\r
199 f += floatArray[4];
\r
200 f += scalarAfterArray;
\r
201 f += ablock.memvec2.x;
\r
203 f += float(ablock.memf2);
\r
205 f += ablock.memvec2a.y;
\r
206 f += ablock.m22[i][1][0];
\r
207 f += dm22[3][0][1];
\r
209 f += nest.foo.n1.a + nest.foo.n2.b + nest.foo.n2.c + nest.foo.n2.d;
\r
210 f += deepA[i].d2.d1[2].va[1].x;
\r
211 f += deepB[1].d2.d1[i].va[1].x;
\r
212 f += deepB[i].d2.d1[i].va[1].x;
\r
213 deep3 d = deepC[1];
\r
214 deep3 da[2] = deepD;
\r
218 f += arrBl[2].foo + arrBl[0].foo;
\r
219 f += arrBl2[i].foo;
\r
221 f += attributeFloat;
\r
222 f += attributeFloat2.x;
\r
223 f += attributeFloat3.x;
\r
224 f += attributeFloat4.x;
\r
225 f += attributeMat4[0][1];
\r
226 f += buf1i.runtimeArray[3];
\r
227 f += buf2i.runtimeArray[3].c;
\r
228 f += buf3i.runtimeArray[gl_InstanceID];
\r
229 f += buf4i.runtimeArray[gl_InstanceID].c;
\r
234 f += nest2.d[gl_InstanceID].a;
\r
236 f += t[0].v[0].position[0];
\r
237 f += t[gl_InstanceID].v[gl_InstanceID].position[gl_InstanceID];
\r
238 f += t[gl_InstanceID].v[gl_InstanceID].normal[gl_InstanceID];
\r
239 TriangleInfo tlocal[5] = t;
\r