5 desc "uniform of type float"
6 require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
9 uniform float val = -1.25;
10 output float out0 = -1.25;
14 ${VERTEX_DECLARATIONS}
22 ${GEOMETRY_DECLARATIONS}
23 out mediump float geo_var;
26 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
29 gl_Position = gl_in[ndx].gl_Position;
36 precision highp float;
37 ${FRAGMENT_DECLARATIONS}
38 in mediump float geo_var;
49 desc "uniform of type vec2"
50 require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
53 uniform vec2 val = vec2(-1.25, 1.25);
54 output vec2 out0 = vec2(-1.25, 1.25);
58 ${VERTEX_DECLARATIONS}
66 ${GEOMETRY_DECLARATIONS}
67 out mediump vec2 geo_var;
70 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
73 gl_Position = gl_in[ndx].gl_Position;
80 precision highp float;
81 ${FRAGMENT_DECLARATIONS}
93 desc "uniform of type vec3"
94 require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
97 uniform vec3 val = vec3(-25.65, -7.25, 14.21);
98 output vec3 out0 = vec3(-25.65, -7.25, 14.21);
102 ${VERTEX_DECLARATIONS}
110 ${GEOMETRY_DECLARATIONS}
111 out mediump vec3 geo_var;
114 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
117 gl_Position = gl_in[ndx].gl_Position;
124 precision highp float;
125 ${FRAGMENT_DECLARATIONS}
137 desc "uniform of type vec4"
138 require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
141 uniform vec4 val = vec4(-1.25, 1.25, -9.5, -12.2);
142 output vec4 out0 = vec4(-1.25, 1.25, -9.5, -12.2);
146 ${VERTEX_DECLARATIONS}
154 ${GEOMETRY_DECLARATIONS}
155 out mediump vec4 geo_var;
158 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
161 gl_Position = gl_in[ndx].gl_Position;
168 precision highp float;
169 ${FRAGMENT_DECLARATIONS}
181 desc "uniform of type mat2"
182 require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
185 uniform mat2 val = mat2(-1.25, 1.25, -9.5, -12.2);
186 output mat2 out0 = mat2(-1.25, 1.25, -9.5, -12.2);
190 ${VERTEX_DECLARATIONS}
198 ${GEOMETRY_DECLARATIONS}
199 out mediump mat2 geo_var;
202 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
205 gl_Position = gl_in[ndx].gl_Position;
212 precision highp float;
213 ${FRAGMENT_DECLARATIONS}
225 desc "uniform of type mat2x3"
226 require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
229 uniform mat2x3 val = [ mat2x3(-1.25, 1.25, -9.5, -12.2, -25.65, -7.25) ];
230 output mat2x3 out0 = [ mat2x3(-1.25, 1.25, -9.5, -12.2, -25.65, -7.25) ];
234 ${VERTEX_DECLARATIONS}
242 ${GEOMETRY_DECLARATIONS}
243 out mediump mat2x3 geo_var;
246 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
249 gl_Position = gl_in[ndx].gl_Position;
256 precision highp float;
257 ${FRAGMENT_DECLARATIONS}
269 desc "uniform of type mat2x4"
270 require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
273 uniform mat2x4 val = [ mat2x4(-1.25, 1.25, -9.5, -12.2, -25.65, -7.25, 14.21, -77.7) ];
274 output mat2x4 out0 = [ mat2x4(-1.25, 1.25, -9.5, -12.2, -25.65, -7.25, 14.21, -77.7) ];
278 ${VERTEX_DECLARATIONS}
286 ${GEOMETRY_DECLARATIONS}
287 out mediump mat2x4 geo_var;
290 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
293 gl_Position = gl_in[ndx].gl_Position;
300 precision highp float;
301 ${FRAGMENT_DECLARATIONS}
313 desc "uniform of type mat3x2"
314 require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
317 uniform mat3x2 val = [ mat3x2(-1.25, 1.25, -9.5, -12.2, -25.65, -7.25) ];
318 output mat3x2 out0 = [ mat3x2(-1.25, 1.25, -9.5, -12.2, -25.65, -7.25) ];
322 ${VERTEX_DECLARATIONS}
330 ${GEOMETRY_DECLARATIONS}
331 out mediump mat3x2 geo_var;
334 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
337 gl_Position = gl_in[ndx].gl_Position;
344 precision highp float;
345 ${FRAGMENT_DECLARATIONS}
357 desc "uniform of type mat3"
358 require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
361 uniform mat3 val = [ mat3(-1.25, 1.25, -9.5, -12.2, -25.65, -7.25, 14.21, -77.7, 9.9) ];
362 output mat3 out0 = [ mat3(-1.25, 1.25, -9.5, -12.2, -25.65, -7.25, 14.21, -77.7, 9.9) ];
366 ${VERTEX_DECLARATIONS}
374 ${GEOMETRY_DECLARATIONS}
375 out mediump mat3 geo_var;
378 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
381 gl_Position = gl_in[ndx].gl_Position;
388 precision highp float;
389 ${FRAGMENT_DECLARATIONS}
401 desc "uniform of type mat3x4"
402 require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
405 uniform mat3x4 val = [ mat3x4(-1.25, 1.25, -9.5, -12.2, -25.65, -7.25, 14.21, -77.7, 0.0, 1.0, -1.0, 2.0) ];
406 output mat3x4 out0 = [ mat3x4(-1.25, 1.25, -9.5, -12.2, -25.65, -7.25, 14.21, -77.7, 0.0, 1.0, -1.0, 2.0) ];
410 ${VERTEX_DECLARATIONS}
418 ${GEOMETRY_DECLARATIONS}
419 out mediump mat3x4 geo_var;
422 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
425 gl_Position = gl_in[ndx].gl_Position;
432 precision highp float;
433 ${FRAGMENT_DECLARATIONS}
445 desc "uniform of type mat4x2"
446 require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
449 uniform mat4x2 val = [ mat4x2(-1.25, 1.25, -9.5, -12.2, -25.65, -7.25, 14.21, -77.7) ];
450 output mat4x2 out0 = [ mat4x2(-1.25, 1.25, -9.5, -12.2, -25.65, -7.25, 14.21, -77.7) ];
454 ${VERTEX_DECLARATIONS}
462 ${GEOMETRY_DECLARATIONS}
463 out mediump mat4x2 geo_var;
466 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
469 gl_Position = gl_in[ndx].gl_Position;
476 precision highp float;
477 ${FRAGMENT_DECLARATIONS}
489 desc "uniform of type mat4x3"
490 require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
493 uniform mat4x3 val = [ mat4x3(-1.25, 1.25, -9.5, -12.2, -25.65, -7.25, 14.21, -77.7, 0.0, 1.0, -1.0, 2.0) ];
494 output mat4x3 out0 = [ mat4x3(-1.25, 1.25, -9.5, -12.2, -25.65, -7.25, 14.21, -77.7, 0.0, 1.0, -1.0, 2.0) ];
498 ${VERTEX_DECLARATIONS}
506 ${GEOMETRY_DECLARATIONS}
507 out mediump mat4x3 geo_var;
510 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
513 gl_Position = gl_in[ndx].gl_Position;
520 precision highp float;
521 ${FRAGMENT_DECLARATIONS}
533 desc "uniform of type mat4"
534 require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
537 uniform mat4 val = [ mat4(-1.25, 1.25, -9.5, -12.2, -25.65, -7.25, 14.21, -77.7, 0.0, 1.0, -1.0, 2.0, 2.25, 2.25, 22.5, 225.0) ];
538 output mat4 out0 = [ mat4(-1.25, 1.25, -9.5, -12.2, -25.65, -7.25, 14.21, -77.7, 0.0, 1.0, -1.0, 2.0, 2.25, 2.25, 22.5, 225.0) ];
542 ${VERTEX_DECLARATIONS}
550 ${GEOMETRY_DECLARATIONS}
551 out mediump mat4 geo_var;
554 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
557 gl_Position = gl_in[ndx].gl_Position;
564 precision highp float;
565 ${FRAGMENT_DECLARATIONS}
577 desc "uniform of type int"
578 require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
586 ${VERTEX_DECLARATIONS}
595 ${GEOMETRY_DECLARATIONS}
596 flat out mediump int geo_var;
599 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
602 gl_Position = gl_in[ndx].gl_Position;
610 ${FRAGMENT_DECLARATIONS}
622 desc "uniform of type ivec2"
623 require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
626 uniform ivec2 val = [ ivec2(-25, 25) ];
627 output ivec2 out0 = [ ivec2(-25, 25) ];
631 ${VERTEX_DECLARATIONS}
640 ${GEOMETRY_DECLARATIONS}
641 flat out mediump ivec2 geo_var;
644 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
647 gl_Position = gl_in[ndx].gl_Position;
655 ${FRAGMENT_DECLARATIONS}
656 flat in ivec2 geo_var;
667 desc "uniform of type ivec3"
668 require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
671 uniform ivec3 val = [ ivec3(-25, 25, -3) ];
672 output ivec3 out0 = [ ivec3(-25, 25, -3) ];
676 ${VERTEX_DECLARATIONS}
685 ${GEOMETRY_DECLARATIONS}
686 flat out mediump ivec3 geo_var;
689 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
692 gl_Position = gl_in[ndx].gl_Position;
700 ${FRAGMENT_DECLARATIONS}
701 flat in ivec3 geo_var;
712 desc "uniform of type ivec4"
713 require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
716 uniform ivec4 val = [ ivec4(-25, 25, -3, 3) ];
717 output ivec4 out0 = [ ivec4(-25, 25, -3, 3) ];
721 ${VERTEX_DECLARATIONS}
730 ${GEOMETRY_DECLARATIONS}
731 flat out mediump ivec4 geo_var;
734 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
737 gl_Position = gl_in[ndx].gl_Position;
745 ${FRAGMENT_DECLARATIONS}
746 flat in ivec4 geo_var;
757 desc "uniform of type int"
758 require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
761 uniform uint val = [ 3 ];
762 output uint out0 = [ 3 ];
766 ${VERTEX_DECLARATIONS}
775 ${GEOMETRY_DECLARATIONS}
776 flat out mediump uint geo_var;
779 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
782 gl_Position = gl_in[ndx].gl_Position;
790 ${FRAGMENT_DECLARATIONS}
791 flat in uint geo_var;
802 desc "uniform of type uvec2"
803 require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
806 uniform uvec2 val = [ uvec2(16, 17) ];
807 output uvec2 out0 = [ uvec2(16, 17) ];
811 ${VERTEX_DECLARATIONS}
820 ${GEOMETRY_DECLARATIONS}
821 flat out mediump uvec2 geo_var;
824 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
827 gl_Position = gl_in[ndx].gl_Position;
835 ${FRAGMENT_DECLARATIONS}
836 flat in uvec2 geo_var;
847 desc "uniform of type uvec3"
848 require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
851 uniform uvec3 val = [ uvec3(16, 17, 18) ];
852 output uvec3 out0 = [ uvec3(16, 17, 18) ];
856 ${VERTEX_DECLARATIONS}
865 ${GEOMETRY_DECLARATIONS}
866 flat out mediump uvec3 geo_var;
869 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
872 gl_Position = gl_in[ndx].gl_Position;
880 ${FRAGMENT_DECLARATIONS}
881 flat in uvec3 geo_var;
892 desc "uniform of type uvec4"
893 require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
896 uniform uvec4 val = [ uvec4(16, 17, 18, 19) ];
897 output uvec4 out0 = [ uvec4(16, 17, 18, 19) ];
901 ${VERTEX_DECLARATIONS}
910 ${GEOMETRY_DECLARATIONS}
911 flat out mediump uvec4 geo_var;
914 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
917 gl_Position = gl_in[ndx].gl_Position;
925 ${FRAGMENT_DECLARATIONS}
926 flat in uvec4 geo_var;
937 desc "varying of struct type containing float"
938 require extension { "GL_OES_geometry_shader" | "GL_EXT_geometry_shader" } in { geometry }
941 uniform float val.val = [ 2.25 ];
942 output float out0 = [ 2.25 ];
946 ${VERTEX_DECLARATIONS}
955 ${GEOMETRY_DECLARATIONS}
956 struct S { mediump float val; };
958 out mediump float geo_var;
961 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
964 gl_Position = gl_in[ndx].gl_Position;
971 precision mediump float;
972 ${FRAGMENT_DECLARATIONS}
973 in mediump float geo_var;